idioticlmsv2.1.pk3

PK3 49 MiB 3 map(s)

Counts

endoom0
graphics8
lumps4936
maps47
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "id": "0c4ed6d4-4c49-4a04-9c44-bb4140136431",
    "sha1": "9b1e0648f2d1ebb4cf38ba5ba4408f0db327e05d",
    "sha256": "ff1c27ba65755ac404e2700cab785e1a5c12c08995d740beac3349ca885324d9",
    "filenames": [
      "idioticlmsv2.1.pk3"
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    "additional": {
      "engines": [
        "ZDOOM"
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      "iwad": [],
      "filename": null,
      "added": "2016-01-06 13:31:31",
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      "canDownload": true,
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      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
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      "categories": null
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    "added": "2016-01-06 13:31:31",
    "file": {
      "type": "PK3",
      "size": 50876328,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/9b1e0648f2d1ebb4cf38ba5ba4408f0db327e05d/9b1e0648f2d1ebb4cf38ba5ba4408f0db327e05d.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "ILMS01",
        "ILMS02",
        "ILMS03",
        "ILMS04",
        "ILMS05",
        "ILMS06",
        "ILMS07",
        "ILMS08",
        "ILMS09",
        "ILMS10",
        "ILMS11",
        "ILMS12",
        "ILMS13",
        "ILMS14",
        "ILMS15",
        "ILMS16",
        "ILMS17",
        "ILMS18",
        "ILMS19",
        "ILMS20",
        "ILMS21",
        "ILMS22",
        "ILMS23",
        "ILMS24",
        "ILMS25",
        "ILMS26",
        "ILMS27",
        "ILMS28",
        "ILMS29",
        "ILMS30",
        "ILMS31",
        "ILMS32",
        "ILMS33",
        "ILMS34",
        "ILMS35",
        "ILMS36",
        "ILMS37",
        "ILMS38",
        "ILMS39",
        "ILMS40",
        "ILMS41",
        "ILMS42",
        "ILMS43",
        "ILMS44",
        "ILMS46",
        "ILMS47",
        "ILMS48"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 8,
        "lumps": 4936,
        "maps": 47,
        "palettes": 0
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      "engines_guess": [
        "ZDOOM"
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    },
    "text_files": [
      {
        "source": "pk3",
        "name": "changelog.txt",
        "contents": "Idiotic LMS: The Stupid LMS sequel\n++ Major\n+ New\n* Change\n- Fix\n\nVersion 2.1\n++ Added a new ACS-based vote system for changing maps.\n++ Winlimits are now removed, this mod uses time limits instead.\n++ All other players are now cloaked on camera-focused maps.\n+ 3 new hats\n+ New m_doom\n* Welcome message no longer players during countdown.\n* Intro messages no longer clutter up the console.\n* Wildcards don't activate during countdowns now.\n* Made ILMS24 (boxed madness) have solid players.\n* ILMS12 (Big Circle) Now has a countdown to when the shadow speeds up.\n* ILMS25 (Demon Stampede) Now counts down to when the gates lower.\n* ILMS46 (Ping Pong Panic) Temporarily disabled until further notice.\n- You no longer pass through monsters and objects in certain maps now.\n- Kamikaze's scream again now.\n- Imp Body no long spams script 713.\n- Class frenzy pistol shouldn't spam script 715 now.\n- Monkey can actually change player color now\n- Party Crate can actually change player color now\n- ILMS01 (Escape) Actually records hiscores now.\n- ILMS14 (Big Fight II) Now records kills instead of time survived.\n- ILMS16 (Rocket Fun II) ACS fix.\n- ILMS25 (Demon Stampede) HoM fixed.\n- ILMS25 (Demon Stampede) Crusher works now.\n- ILMS28 (Red Light, Green Light) Actually records hiscores now.\n- ILMS30 (Class Frenzy) You can no longer choose a class after the message now.\n- ILMS31 (Platform Push) Fixed hiscore text.\n- ILMS48 (Super Dodging III) Fixed impassible line\n\nVersion 2\n++ New minigame: Tag\n++ New minigame: Spleef (Thanks Klofkac)\n++ New minigame: Ping Pong Panic (Thanks One_Two)\n+ New Map ILMS39 (Tag)\n+ New Map ILMS40 (Tag II)\n+ New Map ILMS41 (Jump And Duck II)\n+ New Map ILMS42 (Spleef)\n+ New Map ILMS43 (Spleef II)\n+ New Map ILMS44 (Tag III)\n+ New Map ILMS45 (Bomberman)\n+ New Map ILMS46 (Ping Pong Panic)\n+ New Map ILMS47 (Bomber Scramble II) (Thanks Fr Blood)\n+ Old Map ILMS48 (Super Dodging II)\n+ New Skin: Crate.\n+ New Hat: Mini Lost Soul (gold)\n+ New Hat: Disco Ball (gold)\n+ A new sound effect plays when you open a crate.\n+ New M_Doom\n+ Added a way to unequip hats, the command is 'ilms_equip -1'.\n+ Changed a couple things in a lot of maps to refresh some stuff\n* ILMS25 (Demon Stampede) Gates turned solid to compensate for unblock players.\n* ILMS32 (Conveyor Dodge) Rockets no longer do splash damage.\n* ILMS36 (Dizzy Dancing) Winlimit lowered to 1.\n* ILMS38 (Weapon Frenzy III) Walls will now lower with each archvile.\n* Removed a bunch of unused songs.\n- ILMS02 (Jump And Duck) OpenGL HoM fixed.\n- Player bumping should finally work in this version.\n- ILMS14 (Lava Tiles) Fixed map glitch on 2nd and 4th row.\n- ILMS18 (Speed) Fixed an ACS error that didn't record hiscores.\n- ILMS30 (Class Frenzy) Fixed an acs error that didn't forcefully give weapons.\n- Added missing texture animations\n\nVersion 1 fix 2\n* Some intermission pics changed.\n* ILMS20 (Super dodging II) Barons nerfed.\n- Cock o demons no longer infight.\n- Kill hiscores fixed.\n- Time hiscores fixed.\n- ILMS18 (Speed) Hiscores fixed.\n- ILMS28 (Red Light / Green Light) Hiscores fixed.\n- ILMS30 (Class Frenzy) Fixed.\n\nVersion 1\n++ Added a blocking mechanic to various maps.\n\t* You will spawn as a non-solid actor.\n\t* You will turn solid when you are atleast 51 units away from all other players.\n\t* This way, players will not be telefragged at spawn.\n\t* This only applies to maps that have the blocking property enabled.\n+ New Hats: Plasma Ball, Super Plasma Ball and Metroid.\n+ Hats, such as the Flem Mine, will change color according to the owners.\n+ New Command: ilms_hiscores, which shows the current hiscores of the map.\n+ New intermission pictures... more will be added soon\n+ \"New\" Background image lololol\n+ New m_doom\n+ Players who break records without logging in get a nice message.\n* Hats will face the same direction as the owner.\n* The Following hats: Rocket, Dark Cloud, and Skull are brighter.\n* You no longer need to be spectating to use the ilms_hats command.\n* ILMS01 (Escape I) First half of the map made easier.\n* ILMS04 (Escape II) Jumppad area simplified.\n* ILMS05 (Maze Game II) All switches should work now.\n* ILMS06 (Super Dodging) Camp spot widened.\n* ILMS14 (Lava Tiles) Imps removed and algorithm changed.\n* ILMS18 (Speed) Jumppad area simplified, and lamp posts replaced with invisible bridges.\n* ILMS19 (Super Dodging II) Belphegor and Demons nerfed.\n* ILMS22 (Machete Maze) Gun spawn removed.\n* ILMS30 (Class Frenzy) You can no longer puke before the round starts.\n* ILMS34 (Platform Push) Records kills as a hiscore now.\n* ILMS35 (Bomber Scramble) Added lava in the center to prevent exploitations.\n* ILMS38 (Weapon Frenzy III) Made map less cramped\n* Police Officer, Chimp, and Mining Slave sounds lowered.\n* Cock 'o' Demon fireball explodes now.\n* The rifle no longer does random damage, instead now does 50 damage.\n* The rifle no longer uses autoaim.\n- Skulltag weapons make sound now.\n- Speed records finally work now. I promise...!\n- Protip messages won't overlap registration messages anymore.\n- Containter drop message should actually appear now.\n- Made another attempt to fix speed records.\n- Kill records should only work for registered accounts now.\n- Creeper should be able to kill people now.\n- ILMS02 (Jump and Duck) Homs fixed.\n- ILMS17 (Operator) Now Playable.\n- ILMS26 (Time Freeze DM) Fixed TID bug.\n- ILMS30 (Class Frenzy) No weapon bug fixed.\n- ILMS35 (Bomber Scramble) Winlimit lowered to 1.\n- ILMS37 (Playground) No longer lags upon completion.\n\nPublic Test 5\n* ILMS05 (Maze Game) zombiemen are visible now\n- Speed Records Fixed again... probably.\n- ILMS05 (Maze Game) Playable now. (Doesn't mean it's good)\n\nPublic Test 4\n* ILMS21 forces camera and faces north now\n- Kill Records fixed.\n- Speed Records Fixed.\n- ILMS37 (Playground) Fixed\n- ILMS14 (Lava Tiles) Fixed\n- ILMS05 (Maze Game II) Fixed.\n\nPublic Test 3\n+ New Map ILMS38 (Weapon Frenzy III)\n+ New Map ILMS37 (Playground)\n+ New Map ILMS36 (Dizzy Dancing)\n+ ILMS02 (Jump and Duck) Redone.\n+ Two new classes, Mining Slave and Chimp\n+ Added speedrun hiscores for racing maps like escape and speed.\n* ILMS14 (Lava Tiles) You face north no matter what not.\n* ILMS12 (Big Circle) acs rewritten.\n* Hat drop rate increased from 1/150 to 1/100\n* If you break a hiscore, you no longer have to win the game.\n* Lava Square only has one win now instead of two.\n* Alas, the cock 'o' demon has stopped working out and is now slower.\n- All maps have intermission.\n- Monsters and crouching should always be enabled now.\n- Fixed a bug that made the hat drop rate 1/22500 instead of 1/150... oops.\n\nPublic Test 2\n++ Added 64 player support\n+ Added new kill-count hiscores for certain maps.\n+ New command, ilms_changelog to view changelogs like this.\n+ Set default winlimits for certain maps, still up for change.\n* Tweaked some dmflags for the setup command.\n* ILMS14 (Operator) shows time left to everyone.\n* Hat drop rate increased from 1 in 250 to 1 in 150.\n- Dead spectators are eligible to receive a drop when the round ends.\n- Skulltag weapons can now actually be used.\n- Hats will (hopefully) be removed after death.\n- Hiscore message id mix-up fixed.\n- Breaking records on hi-score will display correct name now.\n- Hopefully fixed the issue with players having numbers displayed in-place of their name.\n- ILMS14 (Lava Tiles) spawns imps after 15 seconds instead of immediately.\n- ILMS15 (Operator) Fixed incorrect map description.\n- ILMS20, ILMS21, ILMS31, ILMS32, ILMS35 no longer shows Icon of Party welcome message.\n- ILMS30 Minigame button message shouldn't overlap other messages now.\n- ILMS31 Properly unfreezes people now.\n\nPublic Test 1\n++ Stupid LMS, Icon of Party, and Skulltag are combined into one pk3.\n++ Added Hiscores for certain maps\n\t* You can break records if you are logged in.\n\t* Top 3 are displayed every time a round ends.\n\t* If you break a record, everyone gets to know.\n++ Revamped hat system.\n\t* Hats are now collectible\n\t* There are four tiers of hats, bronze, silver, gold, and diamond.\n\t* You have a 1 in 250 chance of receiving a hat every round.\n\t* The chance of receiving a hat is as follows:\n\t  60% - Bronze\n\t  30% - Silver\n\t  10% - Gold\n\t  1%  - Diamond\n\t* Every registered player receives one bronze-tier hat for free\n\t* Hats lag a LOT LESS\n+ There are now atleast twenty new hats\n+ Added new commands, see ilms_help for more info!\n+ Added new rcon command: 'setup' which automatically sets up all settings for you.\n+ New Wild card\n+ Ragequitting should save your name now.\n+ Welcome message script updated.\n+ Added new ragequit messages\n+ Added new protips\n+ Status Bar tinted for new version.\n+ Added an actual win song for winning the game.\n* ILMS17 Operator - Now shows time remaining for the operator.\n* All map names changed from iop/slms to ilms.\n* MAPS REMOVED due to poor gameplay (There will be maps made to replace, dont worry)\n\t* SLMS23 (Shitty hexagon)\n\t* SLMS21 (Wings)\n\t* SLMS14 (Fart Map)\n\t* SLMS17 (Escape III)\n\t* IOP22 (Precision)\n\t* IOP21 (Click Test)\n\t* IOP20 (Acid Jumps)\n\t* IOP19 (Global warming)\n\t* IOP16 (Chainsaw artist)\n- No more errors on the console.\n- Many, Many acs fixes.\n- Many hat fixes\n- Removed admin commands."
      },
      {
        "source": "pk3",
        "name": "stupidlmsshit.txt",
        "contents": "actor FastLostSoul : LostSoul 22313\n{\n\tspeed 30\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NOINFIGHTING\n\n\tstates\n\t{\n\t\tmissile:\n\t\t\tSKUL C 5 Bright A_FaceTarget\n\t\t\tSKUL D 4 Bright A_SkullAttack(40)\n\t\t\tSKUL CD 4 Bright\n\t\t\tgoto see\n\t}\n}\n\nactor SuperBelphegor : Belphegor 22312\n{\n\tobituary \"%o was killed by a belphegor that injected steroids into its testicles.\"\n\thealth 13371337\n\tspeed 35\n\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NOINFIGHTING\n\t+LOOKALLAROUND\n\t+QUICKTORETALIATE\n\t+BOSS\n\n\tstates\n\t{\n\t\tsee:\n\t\t\tBOS3 AABBCCDD 3 A_FastChase\n\t\t\tLoop\n\t\tmelee:\n\t\tmissile:\n\t\t\t//BOS3 E 0 A_Jump(25, \"supermissile\")\n\t\t\tBOS3 EF 2 A_FaceTarget\n\t\t\tBOS3 G 1 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall1\", 32)\n\t\t\tBOS3 EF 2 A_FaceTarget\n\t\t\tBOS3 G 1 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall1\", 32)\n\t\t\tBOS3 EF 2 A_FaceTarget\n\t\t\tBOS3 G 1 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall1\", 32)\n\t\t\tgoto see\n\t\t//supermissile:\n\t\t\t//BOS3 EF 4 A_FaceTarget\n\t\t\t//BOS3 G 2 A_BasicAttack (10, \"baron/melee\", \"HectShot2\", 32)\t\t\tgoto see\n\t\t\t//goto see\n\t}\n}\n\nactor BelphegorBall1 : BelphegorBall\n{\n\tspeed 30\n\tdamage (10)\n\n\tstates\n\t{\n\t\tspawn:\n\t\t\tBAL7 A 2 Bright A_BishopMissileWeave\n\t\t\tBAL7 B 2 Bright A_SeekerMissile(10, 20)\n\t\t\tloop\n\t}\n}\n\nactor SuperBloodDemon : BloodDemon 22311\n{\n\tobituary \"%o got raped something that is so fast that %g couldn't see it\"\n\thitobituary \"%o got raped by something. twice!\"\n\thealth 6666\n\tspeed 30\n\t+NOINFIGHTING\n\t+LOOKALLAROUND\n\t+QUICKTORETALIATE\n\t+BOSS\n\n\tstates\n\t{\n\t\tsee:\n\t\t\tSRG2 AABBCCDD 1 A_Chase\n\t\t\tloop\n\t\tmissile:\n\t\tmelee:\n\t\t\tSRG2 EF 2 A_FaceTarget\n\t\t\tSRG2 G 0 A_SargAttack\n\t\t\tSRG2 G 0 A_SargAttack\n\t\t\tSRG2 G 0 A_SargAttack\n\t\t\tSRG2 G 0 A_SargAttack\n\t\t\tSRG2 G 2 A_SargAttack\n\t\t\tgoto see\n\t}\n}\n\nactor SuperImp : DoomImp 22299\n{\n\tobituary \"%o got raped by something fast and furry.\"\n\thitobituary \"%o got raped twice. By something fast and furry.\"\n\thealth 666\n\tspeed 35\n\n\t+NOINFIGHTING\n\t+LOOKALLAROUND\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+BOSS\n\n\tstates\n\t{\n\t\tsee:\n\t\t\tTROO AABBCCDD 3 A_FastChase\n\t\t\tLoop\n\t\tmelee:\n\t\tmissile:\n\t\t\tTROO G 0 A_Jump(50, \"supermissile\")\n\t\t\tTROO EF 2 A_FaceTarget\n\t\t\tTROO G 1 A_CustomComboAttack(\"DoomImpBall1\", 32, 3 * random(1, 8), \"imp/melee\")\n\t\t\tTROO EF 2 A_FaceTarget\n\t\t\tTROO G 1 A_CustomComboAttack(\"DoomImpBall1\", 32, 3 * random(1, 8), \"imp/melee\")\n\t\t\tTROO EF 2 A_FaceTarget\n\t\t\tTROO G 1 A_CustomComboAttack(\"DoomImpBall1\", 32, 3 * random(1, 8), \"imp/melee\")\n\t\t\tTROO EF 2 A_FaceTarget\n\t\t\tTROO G 1 A_CustomComboAttack(\"DoomImpBall1\", 32, 3 * random(1, 8), \"imp/melee\")\n\t\t\tgoto see\n\t\tsupermissile:\n\t\t\tTROO EF 2 A_FaceTarget\n\t\t\tTROO G 1 A_CustomMissile(\"BouncingBall\", 0, 0, random(-10, 10), 1)\n\t\t\tgoto see\n\t}\n}\n\nactor DoomImpBall1 : DoomImpBall\n{\n\tspeed 20\n\tdamage 10\n}\n\nactor SuperHectebus : Hectebus 22666\n{\n\tobituary \"%o got raped by a sexually enchanced man... cubus.\"\n\thitobituary \"%o got raped by a strange big fat monster.\"\n\tspeed 38\n\thealth 6666666\n\n\t+NOINFIGHTING\n\t+LOOKALLAROUND\n\t+QUICKTORETALIATE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+BOSS\n\n\tstates\n\t{\n\t\tsee:\n\t\t\tHECT AABBCCDDEEFF 2 A_FastChase\n\t\t\tloop\n\t\tmissile:\n\t\t\tHECT G 0 A_Jump(50, \"supermissile\")\n\t\t\tHECT G 0 A_PlaySound(\"fatso/raiseguns\")\n\t\t\tHECT G 5 A_FaceTarget\n\t\t\t//HECT H 0 A_CustomMissile(\"HectShot1\",28,0,-28,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,-25,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,-22,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,-18,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,-11.25,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,-5.625,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,0,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,5.625,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,11.25,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,18,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,22,1)\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot1\",28,0,25,1)\n\t\t\t//HECT H 3 A_CustomMissile(\"HectShot1\",28,0,28,1)\n\t\t\tgoto see\n\t\tsupermissile:\n\t\t\tHECT G 10 A_FaceTarget\n\t\t\tHECT H 0 A_CustomMissile(\"HectShot2\",28,-16,0,1)\n\t\t\tHECT H 3 A_CustomMissile(\"HectShot2\",28,16,0,1)\n\t\t\tgoto see\n\t}\n}\n\nactor HectShot1 : HectShot\n{\n\t+SEEKERMISSILE\n\tspeed 25\n\tdamage 15\n\n\tstates\n\t{\n\t\tspawn:\n\t\t\tHECF AB 4 Bright A_SeekerMissile(2, 3)\n\t\t\tloop\n\t}\n}\n\nactor HectShot2 : HectShot\n{\n\t+SEEKERMISSILE\n\tspeed 30\n\tdamage 20\n\n\tstates\n\t{\n\t\tspawn:\n\t\t\tHECF AB 4 Bright A_SeekerMissile(2, 3)\n\t\t\tHECF B 0 Bright A_SpawnItemEx(\"HectPuff\", 0, 0, 0, 0, 0, 0, 0, SXF_ABSOLUTEMOMENTUM)\n\t\t\tHECF B 0 Bright A_SpawnItemEx(\"HectShot1\", 0, 0, 0, 25, 0, 0, 45)\n\t\t\tHECF AB 4 Bright A_SpawnItemEx(\"HectShot1\", 0, 0, 0, 25, 0, 0, -45)\n\t\t\tloop\n\t}\n}\n\nactor HectPuff : HectShot\n{\n\tstates\n\t{\n\t\tspawn:\n\t\t\tHECF A 0\n\t\t\tgoto death\n\t}\n}\n\nactor SuperCacodemon : Cacodemon 22221\n{\n  spawnid 19\n  obituary \"%o Tested his new hole with the cock 'o' demon's invisible penis. %o is gay.\"\n  hitobituary \"%o got too anal to a cacodemon, %o is terrible at running.\"\n  health 13371337\n  radius 31\n  height 56\n  mass 400\n  speed 20\n  painchance 128\n  seesound \"caco/sight\"\n  painsound \"caco/pain\"\n  deathsound \"caco/death\"\n  activesound \"caco/active\"\n  attacksound \"caco/melee\"\n  MONSTER\n  +FLOAT\n  +NOGRAVITY\n  +LOOKALLAROUND\n  +QUICKTORETALIATE\n  MONSTER\n  +BOSS\n  species \"caco\"\n  +donthurtspecies\n  states\n  {\n  Spawn:\n    HEAD A 10 A_Look\n   HEAD AAAAAAAAAA 1 A_Wander\n    loop\n  See:\n    HEAD AA 1 A_Chase(\"\",\"\")\n    HEAD A 1 A_Chase\n    loop\n  Missile:\n    HEAD BC 5 A_FaceTarget\n    HEAD D 5 bright A_CustomMissile(\"CacodemonBall1\", 20, 0, 0, 0, 0)   // See CacodemonBall\n    goto See\n  Pain:\n    HEAD E 3\n    HEAD E 3 A_Pain\n    HEAD F 6\n    goto See\n  Death:\n    HEAD G 8\n    HEAD H 8 A_Scream\n    HEAD IJ 8\n    HEAD K 8 A_NoBlocking\n    HEAD L -1 A_SetFloorClip\n    stop\n  Raise:\n    HEAD L 8 A_UnSetFloorClip\n    HEAD KJIHG 8\n    goto See\n  }\n}\n\nactor CacodemonBall1 : cacodemonball\n{\n  Game Doom\n  SpawnID 126\n  Radius 6\n  Height 8\n  Speed 80\n  FastSpeed 80\n  Damage 255\n  SeeSound \"caco/attack\"\n  DeathSound \"caco/shotx\"\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 1\n  States\n  {\n  Spawn:\n    BAL2 AB 4 bright\n    loop\n  Death:\n    BAL2 CDE 6 bright\n\tBAL2 A 0 a_explode\n    stop\n  }\n}\n\nACTOR UBRDemon : demon 4342\n{\n  Game Doom\n  SpawnID 8\n  Health 9999\n  PainChance 1\n  Speed 80\n  Radius 20\n  Height 56\n  Mass 200\nmeleedamage 50\nmeleerange 100\n  MONSTER\n  +BOSS\n  +LOOKALLAROUND\n  +QUICKTORETALIATE\n  SeeSound \"demon/sight\"\n  AttackSound \"demon/melee\"\n  PainSound \"demon/pain\"\n  DeathSound \"demon/death\"\n  ActiveSound \"demon/active\"\n  Obituary \"%o can't run for crap!\"\n  States\n  {\n  Spawn:\n    SARG AB 10 A_Look\n    Loop\n  See:\n    SARG AABBCCDD 2 A_Chase\n    Loop\n  Melee:\n\tSRG2 EF 6 A_FaceTarget\n\tSRG2 G 6 A_MeleeAttack\n    Goto See\n  Pain:\n    SARG H 2\n    SARG H 2 A_Pain\n    Goto See\n  Death:\n    SARG I 8\n    SARG J 8 A_Scream\n    SARG K 4\n    SARG L 4 A_NoBlocking\n    SARG M 4\n    SARG N -1\n    Stop\n  Raise:\n    SARG N 5\n    SARG MLKJI 5\n    Goto See\n  }\n}\n\nACTOR SuperCyber 100\n{\n    Health 8000\n    Mass 1000\n    Radius 40\n    Height 110\n    Speed 12\n    PainChance 10\n  MONSTER\n  +BOSS\n  +LOOKALLAROUND\n  +QUICKTORETALIATE\n    Obituary \"%o was killed by the cyberdemons mechanical penis rocket shooter!\"\n    SeeSound \"supercyber/see\"\n    PainSound \"supercyber/pain\"\n    DeathSound \"supercyber/death\"\n    ActiveSound \"supercyber/act\"\n    States\n    {\n    Spawn:\n        CYBR AB 10 A_Look\n        Loop\n    See:\n        CYBR A 0 A_SetReflectiveInvulnerable\n        CYBR E 0 A_Jump(128, 6)\n        CYBR A 0 A_PlaySound(\"supercyber/step1\")\n        CYBR AAAAABBBBBBCCCCCC 1 A_Chase\n        CYBR D 0 A_PlaySound(\"supercyber/step2\")\n        CYBR DDDDDD 1 A_Chase\n        Goto See+1\n        CYBR A 0 A_PlaySound(\"supercyber/step1\")\n        CYBR A 0 A_UnSetReflectiveInvulnerable\n        CYBR AAAAABBBBBBCCCCCC 1 A_FastChase\n        CYBR D 0 A_PlaySound(\"supercyber/step2\")\n        CYBR DDDDDD 1 A_FastChase\n        Goto See\n    Missile:\n        CYBR E 0 A_UnSetReflectiveInvulnerable\n        CYBR E 4 A_FaceTarget\n        CYBR E 0 A_Jump(32, 7)\n        CYBR E 0 A_Jump(40, 9)\n        CYBR E 0 A_Jump(48, 14)\n        CYBR E 0 A_Jump(56, 29)\n        CYBR E 0 A_Jump(64, 42)\n        CYBR E 0 A_Jump(72, 49)\n        CYBR E 0 A_Jump(255, 50)\n        CYBR E 56 A_VileTarget\n        CYBR F 12 A_VileAttack\n        Goto See\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, 90)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, 45)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, 0)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, -45)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, -90)\n\t\t        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, 90)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, 45)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, 0)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, -45)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, -90)\n\t\t        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, 90)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, 45)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, 0)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, -45)\n        CYBR F 0 A_CustomMissile(\"RevenantTracer\", 32, 27, -90)\n        Goto See\n        CYBR F 4 A_FatAttack1\n\t\tCYBR F 4 A_CustomMissile(\"HectShot\",28,0,0,1)\n        CYBR E 4 A_FatAttack2\n        CYBR F 4 A_FatAttack3\n\t\tCYBR F 4 A_CustomMissile(\"HectShot\",28,0,0,1)\n        CYBR E 4 A_FatAttack1\n        CYBR F 4 A_FatAttack2\n\t\tCYBR F 4 A_CustomMissile(\"HectShot\",28,0,0,1)\n        CYBR E 4 A_FatAttack3\n        CYBR F 4 A_FatAttack1\n        CYBR E 4 A_FatAttack2\n\t\tCYBR F 4 A_CustomMissile(\"HectShot\",28,0,0,1)\n        CYBR F 4 A_FatAttack3\n        CYBR E 4 A_FatAttack1\n\t\tCYBR F 4 A_CustomMissile(\"HectShot\",28,0,0,1)\n        CYBR F 4 A_FatAttack2\n        CYBR E 4 A_FatAttack3\n\t\tCYBR F 4 A_CustomMissile(\"HectShot\",28,0,0,1)\n        CYBR F 4 A_FatAttack1\n        CYBR E 4 A_FatAttack2\n        CYBR F 4 A_FatAttack3\n        Goto See\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, 30)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, 25)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, 20)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, 15)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, 10)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, 5)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, 0)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, -30)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, -25)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, -20)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, -15)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, -10)\n        CYBR F 1 A_CustomMissile(\"BouncingBall\", 32, 27, -5)\n        Goto See\n        CYBR F 12 A_CustomMissile(\"Torpedo\", 32, 27, 0)\n        CYBR F 12 A_FaceTarget\n        CYBR F 12 A_CustomMissile(\"Torpedo\", 32, 27, 0)\n        CYBR F 12 A_FaceTarget\n        CYBR F 12 A_CustomMissile(\"Torpedo\", 32, 27, 0)\n        CYBR F 12 A_FaceTarget\n        CYBR F 12 A_CustomMissile(\"Torpedo\", 32, 27, 0)\n        Goto See\n        CYBR F 12 A_MonsterRail\n        Goto See\n        CYBR F 12 A_CyberAttack\n        CYBR E 12 A_FaceTarget\n        CYBR F 12 A_CyberAttack\n        CYBR E 12 A_FaceTarget\n        CYBR F 12 A_CyberAttack\n        CYBR E 12 A_FaceTarget\n        CYBR F 12 A_CyberAttack\n        Goto See\n    Pain:\n        CYBR G 5\n        CYBR G 5 A_Pain\n        Goto See\n    Death:\n        CYBR H 10\n        CYBR I 10 A_Scream\n        CYBR J 10 A_Fall\n        CYBR KLMNO 5\n        CYBR P 210\n        Stop\n    }\n}\n\nactor Torpedo 101\n{\n    Mass 100\n    Radius 11\n    Height 8\n    Speed 40\n    Damage 255\n    +MISSILE\n    +FLOORHUGGER\n    RENDERSTYLE NORMAL\n    SeeSound \"weapons/rocklf\"\n    DeathSound \"weapons/rocklx\"\n    States\n    {\n    Spawn:\n        MISL A 1 Bright A_SeekerMissile(5,10)\n        Loop\n    Death:\n        MISL B 8 Bright A_Explode\n        MISL C 6 Bright\n        MISL D 4 Bright\n        Stop\n    }\n}\n\nactor BouncingBall 102\n{\n    Mass 1\n    Radius 8\n    Height 6\n    Speed 80\n    Damage 30\n    PROJECTILE\n    +HEXENBOUNCE\n    RENDERSTYLE ADD\n    ALPHA 0.5\n    SeeSound \"imp/attack\"\n    DeathSound \"imp/shotx\"\n    States\n    {\n    Spawn:\n        BAL1 AB 1 Bright\n        Loop\n    Death:\n        BAL1 CDE 6 Bright\n        Stop\n    }\n}\n\nACTOR Barney : PlayerPawn\n{\n  scale 0.9\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"Barney the Dinosaur\"\n  Player.soundclass \"barney\"\n  Player.ColorRange 112, 127\n  species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    BARN A -1\n    Loop\n  See:\n    BARN ABCD 4\n    Loop\n  Missile:\n    BARN E 12\n    Goto Spawn\n  Melee:\n    BARN F 6 BRIGHT\n    Goto Missile\n  Pain:\n    BARN G 4\n    BARN G 4 A_Pain\n    Goto Spawn\n  Death:\n    BARN H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"barneyarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barneyarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneybody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"barneytail\", 14, 0, 24, 0, random(8, 12), 0, -180, SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barneynormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 15 A_Scream\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    IMPP O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n  NULL A 0 A_SpawnItemEx(\"barneytail\", 14, 0, 24, 0, random(8, 12), 0, -180, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barneyarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barneyarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneybody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"GIBSOUNDMAKER\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 15 A_Scream\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"barneyarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barneyarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneybody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"barneytail\", 14, 0, 24, 0, random(8, 12), 0, -180, SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barneynormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 15 A_Scream\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinXDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"barneyarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barneyarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneybody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"barneytail\", 14, 0, 24, 0, random(8, 12), 0, -180, SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barneyhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barneynormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 15 A_Scream\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  }\n}\n\nACTOR BarrelPlayer : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"a barrel\"\n  Player.soundclass \"barrel\"\n  Player.ColorRange 112, 127\n    species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    AFOS A -1\n    Loop\n  See:\n    AFOS ABCD 4\n    Loop\n  Missile:\n    AFOS E 12\n    Goto Spawn\n  Melee:\n    AFOS F 6 BRIGHT\n    Goto Missile\n  Pain:\n    AFOS G 4\n    AFOS G 4 A_Pain\n    Goto Spawn\n  Death:\n    AFOS H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n    NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanarm1\", 14, 0, 54, 0, random(8, 11), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barrelmanarm2\", 14, 0, 54, 0, random(8, 11), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanleg1\", 14, 0, 12, 0, random(6, 10), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanleg1\", 14, 0, 12, 0, random(6, 10), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanbody\", 14, 0, 1, 0, 0, random(15, 20), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"gibsoundmaker\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 15 A_Scream\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    AFOS O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"barrelmanarm1\", 14, 0, 54, 0, random(15, 20), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"barrelmanarm2\", 14, 0, 54, 0, random(15, 20), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanleg1\", 14, 0, 12, 0, random(15, 20), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanleg1\", 14, 0, 12, 0, random(15, 20), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanbody2\", 14, 0, 1, 0, 0, random(15, 20), 0, SXF_TRANSFERTRANSLATION, 0)\n        NULL A 0 A_SpawnItemEx(\"gibsoundmaker\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 15 A_Scream\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinDeath:\n    NULL A 0 A_SpawnItemEx(\"barrelmanarm1\", 14, 0, 54, 0, random(8, 11), 0, random(-80, 80), 0, 0)\n    NULL A 0 A_SpawnItemEx(\"barrelmanarm2\", 14, 0, 54, 0, random(8, 11), 0, random(110, 170), 0, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanleg1\", 14, 0, 12, 0, random(6, 10), 0, random(-80, 80), 0, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanleg1\", 14, 0, 12, 0, random(6, 10), 0, random(110, 170), 0, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanbody\", 14, 0, 1, 0, 0, random(15, 20), 0, 0, 0)\n        NULL A 0 A_SpawnItemEx(\"gibsoundmaker\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 15 A_Scream\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinXDeath:\n    NULL A 0 A_SpawnItemEx(\"barrelmanarm1\", 14, 0, 54, 0, random(15, 20), 0, random(-80, 80), 0, 0)\n    NULL A 0 A_SpawnItemEx(\"barrelmanarm2\", 14, 0, 54, 0, random(15, 20), 0, random(110, 170), 0, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanleg1\", 14, 0, 12, 0, random(15, 20), 0, random(-80, 80), 0, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanleg1\", 14, 0, 12, 0, random(15, 20), 0, random(110, 170), 0, 0)\n\tNULL A 0 A_SpawnItemEx(\"barrelmanbody2\", 14, 0, 1, 0, 0, random(15, 20), 0, 0, 0)\n        NULL A 0 A_SpawnItemEx(\"gibsoundmaker\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 15 A_Scream\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  }\n}\n\nACTOR sergeant : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"PLAYBOY SERGEANT\"\n  Player.soundclass \"sergeant\"\n  Player.ColorRange 112, 127\n    species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    SPOS A -1\n    Loop\n  See:\n    SPOS ABCD 4\n    Loop\n  Missile:\n    SPOS E 12\n    Goto Spawn\n  Melee:\n    SPOS F 6 BRIGHT\n    Goto Missile\n  Pain:\n    SPOS G 4\n    SPOS G 4 A_Pain\n    Goto Spawn\n  Death:\n    SPOS H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"playboyarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"playboyarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboybody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"playboynormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    SPOS O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"playboyarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"playboyarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboybody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"playboynormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"playboyarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"playboyarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboybody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"playboynormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinXDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"playboyarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"playboyarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboybody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"playboyhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"playboynormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  }\n}\n\nACTOR imp : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"an imp\"\n  Player.soundclass \"imp\"\n  Player.ColorRange 112, 127\n    species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    IMPP A -1\n    Loop\n  See:\n    IMPP ABCD 4\n    Loop\n  Missile:\n    IMPP E 12\n    Goto Spawn\n  Melee:\n    IMPP F 6 BRIGHT\n    Goto Missile\n  Pain:\n    IMPP G 4\n    IMPP G 4 A_Pain\n    Goto Spawn\n  Death:\n    IMPP H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"IMPhand1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"IMParm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"imphead2\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"IMPnormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    IMPP O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"IMPhand1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"IMParm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"imphead2\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"GIBSOUNDMAKER\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"IMPhand1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"IMParm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"imphead2\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"GIBSOUNDMAKER\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinXDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"IMPhand1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"IMParm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"IMPbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"imphead2\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"GIBSOUNDMAKER\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  }\n}\n\nACTOR mexican : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"A mexican\"\n  Player.soundclass \"mexico\"\n  Player.ColorRange 112, 127\n    species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    MEXX A -1\n    Loop\n  See:\n    MEXX ABCD 4\n    Loop\n  Missile:\n    MEXX E 12\n    Goto Spawn\n  Melee:\n    MEXX F 6 BRIGHT\n    Goto Missile\n  Pain:\n    MEXX G 4\n    MEXX G 4 A_Pain\n    Goto Spawn\n    Death:\n    IMPP H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"mexicanarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"mexicanarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"mexicannormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    IMPP O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"mexicanarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"mexicanarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"GIBSOUNDMAKER\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n\tAltSkinDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"mexicanarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"mexicanarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"mexicannormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinXDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"mexicanarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"mexicanarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"mexicanhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"mexicannormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  }\n}\n\nACTOR PIRATE : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"A PIRATE\"\n  Player.soundclass \"PIRATE\"\n  Player.ColorRange 112, 127\n    species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    QPOS A -1\n    Loop\n  See:\n    QPOS ABCD 4\n    Loop\n  Missile:\n    QPOS E 12\n    Goto Spawn\n  Melee:\n    QPOS F 6 BRIGHT\n    Goto Missile\n  Pain:\n    QPOS G 4\n    QPOS G 4 A_Pain\n    Goto Spawn\n  Death:\n    QPOS H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"piratearm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"piratearm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"pirateleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"pirateleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"piratebody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"piratehead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"piratenormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    IMPP O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"piratearm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"piratearm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"pirateleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"pirateleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"piratebody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"piratehead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"GIBSOUNDMAKER\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinDeath:\n    QPOS H 6\n    QPOS I 6 A_PlayerScream\n    QPOS JK 6\n    QPOS L 6 A_NoBlocking\n    QPOS MNO 6\n    QPOS P -1\n    Stop\n  AltSkinXDeath:\n    QPOS Q 5 A_PlayerScream\n    QPOS R 0 A_NoBlocking\n    QPOS R 5 A_SkullPop\n    PLAY STUVWX 5\n    PLAY Y -1\n    Stop\n  }\n}\n\nACTOR SANTA : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"SANTA CLAUS\"\n  Player.soundclass \"santa\"\n  Player.ColorRange 112, 127\n  species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    SANT A -1\n    Loop\n  See:\n    SANT ABCD 4\n    Loop\n  Missile:\n    SANT E 12\n    Goto Spawn\n  Melee:\n    SANT F 6 BRIGHT\n    Goto Missile\n  Pain:\n    SANT G 4\n    SANT G 4 A_Pain\n    Goto Spawn\n  Death:\n    SANT H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"santaarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"santaarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santaleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santaleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santabody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santahead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"santanormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    SPOS O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"santaarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"santaarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santaleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santaleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santabody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santahead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"santanormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"santaarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"santaarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santaleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santaleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santabody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santahead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"santanormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinXDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"santaarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"santaarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santaleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santaleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santabody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"santahead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"santanormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  }\n}\n\nACTOR vegeta : PlayerPawn\n{\n  scale 0.9\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"vegeta\"\n  Player.soundclass \"vegeta\"\n  Player.ColorRange 112, 127\n    species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    VEGE A -1\n    Loop\n  See:\n    VEGE ABCD 4\n    Loop\n  Missile:\n    VEGE E 12\n    Goto Spawn\n  Melee:\n    VEGE F 6 BRIGHT\n    Goto Missile\n  Pain:\n    VEGE G 4\n    VEGE G 4 A_Pain\n    Goto Spawn\n\tDeath:\n\t    VEGE H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"vegetaarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"vegetaarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetaleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetaleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetabody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetahead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"vegetanormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    SPOS O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"vegetaarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"vegetaarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetaleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetaleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetabody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetahead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"vegetanormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"vegetaarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"vegetaarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetaleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetaleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetabody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetahead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"vegetanormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinXDeath:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"vegetaarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"vegetaarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetaleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetaleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetabody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"vegetahead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"vegetanormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  }\n}\n\nactor Impsegun : Weapon 6309\n{\n  Weapon.SelectionOrder 2500\n  +WEAPON.NOAUTOFIRE\n  Inventory.PickupMessage \"You've picked up a Barrelgun ew\"\n  States\n  {\n  Ready:\n    THRG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    THRG A 1 A_Lower\n    Loop\n  Select:\n    THRG A 1 A_Raise\n    Loop\n  Fire:\n    THRG A 8 A_GunFlash\n    THRG A 50 A_SpawnItem(\"ExplosiveBarrel\", 100, 0, 0)\n    THRG A 0 A_ReFire\n    Goto Ready\n  AltFire:\n    THRG A 8 A_GunFlash\n    THRG A 75 A_SpawnItem(\"ExplosiveBarrel\", 650, 0, 0)\n    THRG A 0 A_ReFire\n\tgoto Ready\n  Flash:\n    THRG A 3 Bright A_Light1\n    THRG A 4 Bright\n    THRG A 4 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    THRG A -1 //FUCK YOU\n    Stop\n  }\n}\n\nACTOR MarineRailgun2: ScriptedMarine 2311\n{\n  speed 15\n  health 99999\n  +LOOKALLAROUND\n  +NOINFIGHTING\n  MONSTER\n  obituary \"%o was railed by an aimbotter!\"\n  States\n  {\n  Missile:\n    Goto Super::Missile.Railgun\n  }\n}\n\nACTOR MarineRocketLauncher2: ScriptedMarine 2312\n{\n  speed 15\n  health 99999\n  +LOOKALLAROUND\n  +NOINFIGHTING\n  MONSTER\n  obituary \"%o was blown up by a cheating terrorist!\"\n  States\n  {\n  Missile:\n    Goto Super::Missile.Rocket\n  }\n}\n\nACTOR MarineBFG2: ScriptedMarine 2313\n{\n  speed 15\n  health 99999\n  +LOOKALLAROUND\n  +NOINFIGHTING\n  MONSTER\n  obituary \"%o was killed by a person who aimbots with a bfg\"\n  States\n  {\n  Missile:\n    Goto Super::Missile.BFG\n  }\n}\n\nACTOR MarineSSG2: ScriptedMarine 2314\n{\n  speed 15\n  health 99999\n  +LOOKALLAROUND\n  +NOINFIGHTING\n  +MISSILEMORE\n  MONSTER\n  obituary \"%o was killed by an aimbotter!\"\n  States\n  {\n  Missile:\n    Goto Super::Missile.SSG\n  }\n}\n\nACTOR ptontopjajaja\n{\n  Health 20\n  Radius 20\n  Height 56\n  Speed 48\n  PainChance 200\n  Monster\n  meleerange 100\n  +FASTMELEE\n  +LOOKALLAROUND\n  SeeSound \"\"\n  AttackSound \"PTJAJA\"\n  PainSound \"grunt/pain\"\n  DeathSound \"PTJAJA\"\n  ActiveSound \"grunt/active\"\n  Obituary \"%o received the pt'ing of his life\"\n  States\n  {\n  Spawn:\n    POSS A 10 A_Look\n    Loop\n  See:\n    POSS A 4 A_Chase\n    Loop\n  Melee:\n    POSS A 0 A_PlaySound(\"DBEEP\")\n    POSS A 10 A_FaceTarget\n    POSS A 8\n    POSS A 8\n    Goto Death\n  Pain:\n    POSS G 3\n    POSS G 3 A_Pain\n    Goto See\n  Death:\n    POSS H 35 A_SpawnItem(\"suicidebomb\", 0, 50, 0, 0)\n    POSS I 5 A_Scream\n    POSS J 5 A_NoBlocking\n    POSS K 5\n    POSS L -1\n    Stop\n  XDeath:\n    POSS M 5\n    POSS N 5 A_XScream\n    POSS O 5 A_NoBlocking\n    POSS PQRST 5\n    POSS U -1\n    Stop\n  Raise:\n    POSS K 5\n    POSS JIH 5\n    Goto See\n  }\n}\n\nactor suicidebomb 27212\n{\n  game doom\n  scale 2\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 20\n  projectile\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +ROCKETTRAIL\n  SeeSound \"DSPLODE\"\n  DeathSound \"DSPLODE\"\n  Obituary \"%o received the pt'ing of his life\"\n  States\n  {\n  Spawn:\n    TNT1 A 1 bright A_PLAYSOUND(\"PTJAJA\")\n\tgoto Death\n  Death:\n    MISL B 8 bright A_Explode(300, 225)\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nACTOR CYBERBARON : PlayerPawn\n{\n  Scale 0.85\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"Cyber Baron\"\n  Player.soundclass \"argvegetafag\"\n  Player.ColorRange 112, 127\n    species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    CBOS A -1\n    Loop\n  See:\n    CBOS ABCD 4\n    Loop\n  Missile:\n    CBOS PQ 6 bright\n    Goto Spawn\n  Melee:\n    CBOS DE 6 bright\n    Goto Spawn\n  Pain:\n    CBOS G 4\n    CBOS G 4 A_Pain\n    Goto Spawn\n  Death:\n    CBOS H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n NULL A 0 A_SpawnItemEx(\"cyberbaronarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"cyberbaronarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"cyberbaronleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"cyberbaronleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"cyberbaronbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"CYBERBARONhead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"cyberbaronnormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    CBOS O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"cyberbaronarm1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"cyberbaronarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"cyberbaronleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"cyberbaronleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"cyberbaronbody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"cyberbaronHEAD2\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"gibsoundmaker\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinDeath:\n    CBOS H 10\n    CBOS I 10 A_PlayerScream\n\tCBOS J 10 A_NoBlocking\n    CBOS KLM 10\n    CBOS N -1\n    Stop\n  AltSkinXDeath:\n    CBOS H 10\n    CBOS I 10 A_xscream\n\tCBOS J 10 A_NoBlocking\n    CBOS KLM 10\n    CBOS N -1\n    Stop\n  }\n}\n\nACTOR Blinky 21111\n{\n  Health 1000\n  PainChance 180\n  Speed 8\n  Radius 16\n  Height 64\n  Mass 400\n  Monster\n  +FLOORCLIP +FASTER +FASTMELEE\n  +LOOKALLAROUND\n  +INVULNERABLE\n  +BOSS\n  Obituary \"%o was eaten by Blinky.\"\n  States\n  {\n  Spawn:\n    BLIN A 1 a_look\n    Loop\n  See:\n    BLIN A 1 A_Chase\n    Loop\n  Melee:\n    BLIN A 1 A_FaceTarget\n    BLIN A 0 A_SargAttack\n    BLIN A 0 A_SargAttack\n    BLIN A 0 A_SargAttack\n    BLIN A 0 A_SargAttack\n    BLIN A 0 A_SargAttack\n    BLIN A 0 A_SargAttack\n    BLIN A 0 A_SargAttack\n    BLIN A 0 A_SargAttack\n    BLIN A 0 A_SargAttack\n    BLIN A 1 A_SargAttack\n    Goto See\n  Pain:\n    BLIN A 1\n    Goto See\n  Death:\n    BLIN A 1\n    Stop\n  Raise:\n    BLIN A 1\n    Goto See\n  }\n}\n\nACTOR Pinky 21112\n{\n  Health 1000\n  PainChance 180\n  Speed 8\n  Radius 16\n  Height 64\n  Mass 400\n  Monster\n  +FLOORCLIP +FASTER +FASTMELEE\n  +LOOKALLAROUND\n  +INVULNERABLE\n  +BOSS\n  Obituary \"%o was eaten by Pinky.\"\n  States\n  {\n  Spawn:\n    PINK A 1 a_look\n  See:\n    PINK A 1 A_Chase\n    Loop\n  Melee:\n    PINK A 1 A_FaceTarget\n    PINK A 0 A_SargAttack\n    PINK A 0 A_SargAttack\n    PINK A 0 A_SargAttack\n    PINK A 0 A_SargAttack\n    PINK A 0 A_SargAttack\n    PINK A 0 A_SargAttack\n    PINK A 0 A_SargAttack\n    PINK A 0 A_SargAttack\n    PINK A 0 A_SargAttack\n    PINK A 1 A_SargAttack\n    Goto See\n  Pain:\n    PINK A 1\n    Goto See\n  Death:\n    PINK A 1\n    Stop\n  Raise:\n    PINK A 1\n    Goto See\n  }\n}\n\nACTOR Inky 21113\n{\n  Health 1000\n  PainChance 180\n  Speed 8\n  Radius 16\n  Height 64\n  Mass 400\n  Monster\n  +FLOORCLIP +FASTER +FASTMELEE\n  +LOOKALLAROUND\n  +INVULNERABLE\n  +BOSS\n  Obituary \"%o was eaten by Inky.\"\n  States\n  {\n  Spawn:\n    INKY A 1 a_look\n    Loop\n  See:\n    INKY A 1 A_Chase\n    Loop\n  Melee:\n    INKY A 1 A_FaceTarget\n    INKY A 0 A_SargAttack\n    INKY A 0 A_SargAttack\n    INKY A 0 A_SargAttack\n    INKY A 0 A_SargAttack\n    INKY A 0 A_SargAttack\n    INKY A 0 A_SargAttack\n    INKY A 0 A_SargAttack\n    INKY A 0 A_SargAttack\n    INKY A 0 A_SargAttack\n    INKY A 1 A_SargAttack\n    Goto See\n  Pain:\n    INKY A 1\n    Goto See\n  Death:\n    INKY A 1\n    Stop\n  Raise:\n    INKY A 1\n    Goto See\n  }\n}\n\nACTOR Clyde 21114\n{\n  Health 1000\n  PainChance 180\n  Speed 8\n  Radius 16\n  Height 64\n  Mass 400\n  Monster\n  +FLOORCLIP +FASTER +FASTMELEE\n  +LOOKALLAROUND\n  +INVULNERABLE\n  +BOSS\n  Obituary \"%o was eaten by Clyde.\"\n  States\n  {\n  Spawn:\n    CLYD A 1 A_Look\n    Loop\n  See:\n    CLYD A 1 A_Chase\n    Loop\n  Melee:\n    CLYD A 1 A_FaceTarget\n    CLYD A 0 A_SargAttack\n    CLYD A 0 A_SargAttack\n    CLYD A 0 A_SargAttack\n    CLYD A 0 A_SargAttack\n    CLYD A 0 A_SargAttack\n    CLYD A 0 A_SargAttack\n    CLYD A 0 A_SargAttack\n    CLYD A 0 A_SargAttack\n    CLYD A 0 A_SargAttack\n    CLYD A 1 A_SargAttack\n    Goto See\n  Pain:\n    CLYD A 1\n    Goto See\n  Death:\n    CLYD A 1\n    Stop\n  Raise:\n    BLIN A 1\n    Goto See\n  }\n}\n\nACTOR drpacman : PlayerPawn\n{\n  scale 0.9\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"PacMan\"\n  Player.soundclass \"pac\"\n  Player.ColorRange 112, 127\n  species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    PACC A -1\n    Loop\n  See:\n    PACC ABCD 4\n    Loop\n  Missile:\n    PACC E 12\n    Goto Spawn\n  Melee:\n    PACC F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PACC G 4\n    PACC G 4 A_Pain\n    Goto Spawn\n  Death:\n    PACC H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    PACC H 10\n    PACC I 10 A_PlayerScream\n    PACC J 10 A_NoBlocking\n    PACC KLM 10\n    PACC N -1\n    Stop\n  XDeath:\n    PACC O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    PACC H 10\n    PACC I 10 A_XScream\n    PACC J 10 A_NoBlocking\n    PACC KLM 10\n    PACC N -1\n    Stop\n  AltSkinDeath:\n    PACC H 10\n    PACC I 10 A_PlayerScream\n    PACC J 10 A_NoBlocking\n    PACC KLM 10\n    PACC N -1\n    Stop\n  AltSkinXDeath:\n    PACC H 10\n    PACC I 10 A_XScream\n    PACC J 10 A_NoBlocking\n    PACC KLM 10\n    PACC N -1\n    Stop\n  }\n}\n\nACTOR Sjasface\n{\nfloatspeed 10\nSpeed 23\nMONSTER\nHealth 999999999999999999999999\nRENDERSTYLE TRANSLUCENT\nAlpha 0.5\nmeleedamage 255\nRadius 30\nHeight 45\nMass 9999999999999\n+FLOAT\n+LOOKALLAROUND\n+NOGRAVITY\n+NOCLIP\n+NOTELEOTHER\n  +NOINFIGHTING\nSeesound \"Sjassee\"\nBloodcolor Black\nPainchance 255\nObituary \"%o was spooked by Sjas\"\nStates\n{\nSpawn:\nSJAS A 1 A_Look\nSJAS A 0 Thing_Hate(10, 1, 4)\nLoop\nSee:\nSJAS BBBBBBBBBBBBBB 1 A_Chase\nSJAS B 0 A_PlaySound(\"Sjasact\")\nGoto See\nPain:\nTNT1 A 0\nSJAS B 1\nGoto See\nMelee:\nSJAS C 0 A_FaceTarget\nSJAS C 0 A_MeleeAttack\nSJAS C 0 A_VileAttack\nSJAS C 0 A_Playsound(\"Sjasattack\")\nSJAS CDCDCDCDCD 1\nSJAS C 20\nGoto See\nDeath:\nSJAS E 50 A_Playsound(\"Sjaspain\")\nSJAS EFEFEFEFEFEFEFEFEFEFEFEF 2 A_Playsound(\"Sjaspain\")\nSJAS FGFGFGFGFGFGFGFGFGFGFGFG 2 A_Playsound(\"Sjaspain\")\nSJAS GHGHGHGHGHGHGHGHGHGHGHGH 2 A_Playsound(\"Sjaspain\")\nSJAS F 50 A_Playsound(\"Sjaspain\")\nSJAS C 0 A_Playsound(\"Sjasdeath\")\nSJAS C 0 A_Fall\nTNT1 A 50\nStop\n}\n}\n\nactor isingame : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Stop\n  }\n}\n\nactor barrelmanarm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        DGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIC B 0 ThrustThingZ(0, 9,1,1)\n        DGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        DGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tDGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tDGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tDGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tDGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor barrelmanleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        DGID A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGID B 0 ThrustThingZ(0, 9,1,1)\n        DGID B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGID C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGID D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        DGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tDGID A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tDGID B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tDGID C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tDGID D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor barrelmanleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        DGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIE B 0 ThrustThingZ(0, 9,1,1)\n        DGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        DGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tDGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tDGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tDGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tDGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor barrelmanbody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n\tdEATHsOUND \"weapons/rocklx\"\n    Speed 5\n    States\n    {\n    Spawn:\n        DGIF A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIF B 0 ThrustThingZ(0, 9,1,1)\n        DGIF B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIF C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIF D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        DGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor barrelmanbody2\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n\t+dontfall\n    Radius 3\n    Damage 0\n    SeeSound \"\"\n\tdEATHsOUND \"weapons/rocklx\"\n    Speed 5\n    States\n    {\n    Spawn:\n        DGIF A 3 A_Custommissile(\"DeathHippieSmoke\", -2,0,0)\n        DGIF B 3 A_Custommissile(\"DeathHippieSmoke\", -2,0,0)\n        DGIF C 3 A_Custommissile(\"DeathHippieSmoke\", -2,0,0)\n        DGIF D 3 A_Custommissile(\"DeathHippieSmoke\", -2,0,0)\n        DGIF A 3 A_Custommissile(\"DeathHippieSmoke\", -2,0,0)\n        DGIF B 3 A_Custommissile(\"DeathHippieSmoke\", -2,0,0)\n        MISL B 8 bright\n        MISL C 6 bright\n        MISL D 4 bright\n        TNT1 A -1\n        Stop\n    }\n}\n\nACTOR DeathHippieSmoke\n{\n scale 0.7\n Radius 8\n Height 8\n Mass 5\n +NOBLOCKMAP\n +NOTELEPORT\n +ALLOWPARTICLES\n +CLIENTSIDEONLY\n +NoGravity\n  States\n  {\n  Spawn:\n    DECL ABCD 1 A_SetTranslucent(0.9, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.8, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.7, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.6, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.5, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.4, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.3, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.2, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.1, 0)\n\tDECL ABCD 1 A_SetTranslucent(0, 0)\n\tDECL ABCD -1 A_SetTranslucent(0, 0)\n    Stop\n  }\n}\n\nACTOR DeathHippieSmokebaronedition\n{\n scale 0.2\n Radius 8\n Height 8\n Mass 5\n +NOBLOCKMAP\n +NOTELEPORT\n +ALLOWPARTICLES\n +CLIENTSIDEONLY\n +NoGravity\n  States\n  {\n  Spawn:\n    DECL ABCD 1 A_SetTranslucent(0.9, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.8, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.7, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.6, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.5, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.4, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.3, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.2, 0)\n\tDECL ABCD 1 A_SetTranslucent(0.1, 0)\n\tDECL ABCD 1 A_SetTranslucent(0, 0)\n\tDECL ABCD -1 A_SetTranslucent(0, 0)\n    Stop\n  }\n}\n\nactor barrelmanarm1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        DGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIB B 0 ThrustThingZ(0, 9,1,1)\n        DGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        DGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        DGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tDGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tDGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tDGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tDGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nACTOR Blood1337\n{\n  Mass 5\n  +NOBLOCKMAP\n  +NOTELEPORT\n  +ALLOWPARTICLES\n  States\n  {\n  Spawn:\n    BLUD CBA 8\n    Stop\n  Spray:\n    SPRY ABCDEF 3\n    SPRY G 2\n    Stop\n  }\n}\n\nactor cyberbaronarm1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        CGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIB B 0 ThrustThingZ(0, 9,1,1)\n        CGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        CGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tCGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tCGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tCGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tCGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nactor cyberbaronarm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        CGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIC B 0 ThrustThingZ(0, 9,1,1)\n        CGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        CGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tCGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tCGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tCGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tCGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor cyberbaronleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        CGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIE B 0 ThrustThingZ(0, 9,1,1)\n        CGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        CGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tCGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tCGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tCGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tCGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor cyberbaronleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        CGIF A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIF B 0 ThrustThingZ(0, 9,1,1)\n        CGIF B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIF C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        CGIF D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        CGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tCGIF A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tCGIF B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tCGIF C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tCGIF D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor cyberbaronbody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.75\n    SeeSound \"\"\n    Speed 7\n    States\n    {\n    Spawn:\n        CGIG A 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        CGIG B 0 ThrustThingZ(0, 6,1,1)\n        CGIG B 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        CGIG C 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        CGIG D 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        loop\n    Death:\n        CGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tCGIG A 350\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n\t\tCGIG B 350\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n\t\tCGIG C 350\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n\t\tCGIG D 350\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor cyberbaronHEAD\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        CGID A 3 A_Custommissile(\"DeathHippieSmokebaronedition\", -2,0,0)\n        CGID B 3 A_Custommissile(\"DeathHippieSmokebaronedition\", -2,0,0)\n        CGID C 3 A_Custommissile(\"DeathHippieSmokebaronedition\", -2,0,0)\n        CGID D 3 A_Custommissile(\"DeathHippieSmokebaronedition\", -2,0,0)\n        loop\n    Death:\n        CGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        CGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tCGID A 900\n        CGID A -1\n        Stop\n\t\tdeath1:\n\t\tCGID B 900\n        CGID B -1\n        Stop\n\t\tdeath2:\n\t\tCGID C 900\n        CGID C -1\n\t\tSTOP\n\t\tdeath3:\n\t\tCGID D 900\n        CGID D -1\n        Stop\n    }\n}\n\nactor cyberbaronHEAD2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n\tdEATHsOUND \"weapons/rocklx\"\n    Speed 5\n    States\n    {\n    Spawn:\n        CGID A 2 A_Custommissile(\"DeathHippieSmokebaronedition\", -2,0,0)\n        CGID B 2 A_Custommissile(\"DeathHippieSmokebaronedition\", -2,0,0)\n        CGID C 2 A_Custommissile(\"DeathHippieSmokebaronedition\", -2,0,0)\n        CGID D 2 A_Custommissile(\"DeathHippieSmokebaronedition\", -2,0,0)\n        loop\n\t\tdeath:\n        DGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        DGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor vegetanormaldeath\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"DSLPDIEH\"\n\tdEATHsOUND \"DSLPDIEH\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nactor santanormaldeath\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"DSCDETH\"\n\tdEATHsOUND \"DSCDETH\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nactor PLAYBOYnormaldeath\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"DSPODTH1\"\n\tdEATHsOUND \"DSPODTH1\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nactor MEXICANnormaldeath\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"DSPLDETH\"\n\tdEATHsOUND \"DSPLDETH\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nactor cyberbaronnormaldeath\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"CBARNDTH\"\n\tdEATHsOUND \"CBARNDTH\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nactor gibsoundmaker\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"randgibsound\"\n\tdEATHsOUND \"randgibsound\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nactor impnormaldeath\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"DSMPDETH\"\n\tdEATHsOUND \"DSMPDETH\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nactor anticamp : Weapon\n{\n  Weapon.SelectionOrder 66666\n  Obituary \"%o was killed by magic\"\n  +WEAPON.WIMPY_WEAPON\n  +Inventory.AlwaysPickup\n  Inventory.Pickupmessage \"stop snooping around!111\"\n  States\n  {\n  Ready:\n    TNT1 A 35 A_WeaponReady\n\tTNT1 A 1 A_AlertMonsters\n\tloop\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 1 A_Raise\n    Loop\n  Fire:\n    TNT1 A 4\n    TNT1 B 6\n    TNT1 C 4\n    TNT1 B 5\n    Goto Ready\n  Flash:\n    TNT1 A 7 Bright A_Light1\n    Goto LightDone\n    TNT1 A 7 Bright A_Light0\n    Goto LightDone\n  Spawn:\n    TNT1 A -1\n    Stop\n  }\n}\n\nACTOR africo : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  scale 0.7\n  Mass 100\n  PainChance 255\n  Player.DisplayName \"A jolly african american\"\n  Player.soundclass \"nigerian\"\n  Player.ColorRange 112, 127\n  damagefactor \"Fun\", 0\n  species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    NIGR A -1\n    Loop\n  See:\n    NIGR ABCD 4\n    Loop\n  Missile:\n    NIGR EF 6\n    Goto Spawn\n  Melee:\n    NIGR F 6 BRIGHT\n    Goto Missile\n  Pain:\n    NIGR G 4\n    NIGR G 4 A_Pain\n    Goto Spawn\n  Death:\n    NIGR H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NIGR H 10\n    NIGR I 10 A_PlayerScream\n    NIGR J 10 A_NoBlocking\n    NIGR K 10\n    NIGR L -1\n    Stop\n  XDeath:\n    NIGR O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NIGR H 10\n    NIGR I 10 A_XScream\n    NIGR J 10 A_NoBlocking\n    NIGR K 10\n    NIGR L -1\n    Stop\n  AltSkinDeath:\n    NIGR H 10\n    NIGR I 10 A_PlayerScream\n    NIGR J 10 A_NoBlocking\n    NIGR K 10\n    NIGR L -1\n    Stop\n  AltSkinXDeath:\n    NIGR H 10\n    NIGR I 10 A_XScream\n    NIGR J 10 A_NoBlocking\n    NIGR K 10\n    NIGR L -1\n    Stop\n  }\n}\n\nACTOR funkster : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"Funk Master\"\n  Player.soundclass \"funky\"\n  Player.ColorRange 112, 127\n  species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    SENA A -1\n    Loop\n  See:\n    SENA ABCD 4\n    Loop\n  Missile:\n    SENA EF 6\n    Goto Spawn\n  Melee:\n    SENA F 6 BRIGHT\n    Goto Missile\n  Pain:\n    SENA G 4\n    SENA G 4 A_Pain\n    Goto Spawn\n    Death:\n    IMPP H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"afrohand1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"afroarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"afroleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"afroleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"afrobody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"afrohead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"afronormaldeath\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  XDeath:\n    IMPP O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    NULL A 0 A_SpawnItemEx(\"afrohand1\", 14, 0, 54, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"afroarm2\", 14, 0, 54, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"afroleg1\", 14, 0, 24, 0, random(8, 12), 0, random(-80, 80), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"afroleg2\", 14, 0, 24, 0, random(8, 12), 0, random(110, 170), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"afrobody\", 14, 0, 24, 0, random(8, 12), 0, random(-180, 180), SXF_TRANSFERTRANSLATION, 0)\n\tNULL A 0 A_SpawnItemEx(\"afrohead\", 14, 0, 64, 0, 0, random(10, 14), 0, SXF_TRANSFERTRANSLATION, 0)\n    NULL A 0 A_SpawnItemEx(\"GIBSOUNDMAKER\", 0, 0, 10, 0, 0, -20, 0, 0, 0)\n\tNULL A 1 A_NoBlocking\n\tNULL A -1\n    Stop\n  AltSkinDeath:\n    SENA H 10\n    SENA I 10 A_PlayerScream\n    SENA J 10 A_NoBlocking\n    SENA KLM 10\n    SENA N -1\n    Stop\n  AltSkinXDeath:\n    SENA O 10\n    SENA P 10 A_XScream\n    SENA Q 10 A_NoBlocking\n    SENA RSTUV 10\n    SENA W -1\n    Stop\n  }\n}\n\nactor afronormaldeath\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"FRODEAT\"\n\tdEATHsOUND \"FRODEAT\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nactor barneynormaldeath\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"DSBARN03\"\n\tdEATHsOUND \"DSBARN03\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nACTOR theman : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"Police Officer\"\n  Player.soundclass \"polica\"\n  Player.ColorRange 112, 127\n  species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    COPP A -1\n    Loop\n  See:\n    COPP ABCD 4\n    Loop\n  Missile:\n    COPP EF 6\n    Goto Spawn\n  Melee:\n    COPP F 6 BRIGHT\n    Goto Missile\n  Pain:\n    COPP G 4\n    COPP G 4 A_Pain\n    Goto Spawn\n  Death:\n    SENA H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    SENA O 10\n    SENA P 10 A_XScream\n    SENA Q 10 A_NoBlocking\n    SENA RSTUV 10\n    SENA W -1\n    Stop\n  XDeath:\n    SENA O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n  NULL A 0 a_GivetoTarget(\"DeathCount\", 1)\n    SENA O 10\n    SENA P 10 A_XScream\n    SENA Q 10 A_NoBlocking\n    SENA RSTUV 10\n    SENA W -1\n    Stop\n  AltSkinDeath:\n    SENA O 10\n    SENA P 10 A_XScream\n    SENA Q 10 A_NoBlocking\n    SENA RSTUV 10\n    SENA W -1\n    Stop\n  AltSkinXDeath:\n    SENA O 10\n    SENA P 10 A_XScream\n    SENA Q 10 A_NoBlocking\n    SENA RSTUV 10\n    SENA W -1\n    Stop\n  }\n}\n\nactor Butthole : Weapon\n{\nInventory.PickupMessage \"Ass.\"\nweapon.selectionorder 100\nObituary \"%o was outshat out by %k.\"\nstates\n{\nSelect:\nTNT1 A 1 A_Raise\nloop\nDeselect:\nTNT1 A 1 A_Lower\nloop\nReady:\nTNT1 A 1 A_WeaponReady\nTNT1 A 1 A_JumpIfInventory(\"FartPower\",350,\"Assplode\")\nloop\nFire:\nTNT1 A 1 A_JumpIfInventory(\"Gaz\",1,\"Assplode\")\nTNT1 A 1 A_PlaySound (\"farts\")\nTNT1 A 1 A_TakeInventory(\"FartPower\", 2)\nTNT1 A 5\nTNT1 A 1 A_ReFire\nGoto Ready\nHold:\nTNT1 A 1 A_JumpIfInventory(\"Gaz\",1,\"Assplode\")\nTNT1 A 1 A_PlaySound (\"farts\")\nTNT1 A 1 A_TakeInventory(\"FartPower\", 2)\nTNT1 A 5\nTNT1 A 1 A_ReFire\nGoto Ready\nAssplode:\nTNT1 A 1 A_PlaySound (\"butthole/atomic\")\nTNT1 A 1 ACS_ExecuteAlways(400,0,0,0,0)\nstop\nSpawn:\nREST A -1\nstop\n}\n}\n\nactor FartPower : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 400\n}\n\nactor Gaz : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 2\n}\n\nactor imphand1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        IGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGIB B 0 ThrustThingZ(0, 9,1,1)\n        IGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        IGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tIGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tIGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tIGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tIGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nactor IMParm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        IGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGIC B 0 ThrustThingZ(0, 9,1,1)\n        IGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        IGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tIGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tIGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tIGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tIGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor IMPleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        IGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGIE B 0 ThrustThingZ(0, 9,1,1)\n        IGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        IGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tIGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tIGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tIGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tIGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor IMPleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        IGID A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGID B 0 ThrustThingZ(0, 9,1,1)\n        IGID B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGID C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        IGID D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        Loop\n    Death:\n        IGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tIGID A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tIGID B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tIGID C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tIGID D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor impbody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.75\n    SeeSound \"\"\n    Speed 7\n    States\n    {\n    Spawn:\n\t\tIGIG A 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        IGIG B 0 ThrustThingZ(0, 6,1,1)\n        IGIG B 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        IGIG C 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        IGIG D 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        loop\n    Death:\n        IGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tIGIG A 350\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n\t\tIGIG B 350\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n\t\tIGIG C 350\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n\t\tIGIG D 350\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor imphead2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        IGIF A 3 A_Custommissile(\"blood1337\", -2,0,0)\n        IGIF B 3 A_Custommissile(\"blood1337\", -2,0,0)\n        IGIF C 3 A_Custommissile(\"blood1337\", -2,0,0)\n        IGIF D 3 A_Custommissile(\"blood1337\", -2,0,0)\n        loop\n    Death:\n        IGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        IGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tIGIF A 900\n        IGIF A -1\n        Stop\n\t\tdeath1:\n\t\tIGIF B 900\n        IGIF B -1\n        Stop\n\t\tdeath2:\n\t\tIGIF C 900\n        IGIF C -1\n\t\tSTOP\n\t\tdeath3:\n\t\tIGIF D 900\n        IGIF D -1\n        Stop\n    }\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t- NOGRAVITY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : ArchvileFirex3\n{\n\tSpeed 12\n}\n\nACTOR ArchvileFirex5 : ArchvileFirex3\n{\n\tSpeed 20\n}\n\nACTOR CreeperGhoul\n{\nMONSTER\n+NOBLOCKMONST\n+NOCLIP\n+DROPOFF\nBloodColor white\n- SOLID\nSpeed 20\n+DONTSPLASH\n+NOINFIGHTING\n//Renderstyle Fuzzy\nHeight 16\nRadius 13\nxscale 0.8\nyscale 0.1\nHealth 99999999999\nMeleeDamage 255\npainchance 255\nObituary \"%o was creeped up on by the creeper\"\n+LOOKALLAROUND\n+NOINFIGHTING\nstates\n{\n\tSpawn:\n\tCREE A 1 A_Look\n\tCREE A 0 Thing_Hate(10, 1, 4)\n\tLoop\n\tSee:\n\tCREE A 0 A_ChangeFlag(\"FRIGHTENED\", 0)\n\tCREE A 0 A_Playsound(\"creeperact\")\n\tCREE AAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBBAAAABBBB 2 A_Chase\n\tLoop\n\tMelee:\n\tTNT1 A 10 A_GiveToTarget(\"Creeperactivate\", 1)\n\tTNT1 A 0 A_FaceTarget\n\tGoto Pain+1\n\tPain:\n\tCREE A 0 A_PlaySound(\"Creeperpain\")\n\tCREE A 0 A_ChangeFlag(\"FRIGHTENED\", 1)\n\tCREE BABABABABABABABABABABAB 1 A_Chase\n\tCREE ABABABABABAB 2 A_Chase\n\tCREE ABABABABABAB 3 A_Chase\n\tCREE A 0 A_ChangeFlag(\"FRIGHTENED\", 0)\n\tGoto See\n\tDeath:\n\tTNT1 A 20 A_SpawnItem(\"Creeperdeath\")\n\tTNT1 A 1 A_Fall\n\tStop\n\t}\n}\n\nactor Creeperactivate : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  Pickup:\n    TNT1 A 0 ACS_Execute(253, 0)\n    stop\n  }\n}\n\nACTOR Creeperdeath\n{\nHeight 10\nRadius 10\n- SOLID\nScale 0.06\n//alpha 1.0\nSpeed 4\nrenderstyle translucent\nStates\n{\nSpawn:\nCREE D 0\nCREE D 0 A_Playsound(\"creeperdie\")\nCREE D 1 A_FadeOut(0.01)\nCREE D 0 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\nCREE D 0 A_Wander\nGoto spawn+2\n}\n}\n\nACTOR Jitterskull\n{\nScale 0.13\nHeight 70\nRadius 15\nSpeed 23\nDamage 255\nHealth 99999999\nMONSTER\n+NOBLOCKMONST\n+DROPOFF\n+LOOKALLAROUND\n+QUICKTORETALIATE\n+NOINFIGHTING\nObituary \"%o was eaten by the jitterskull\"\npainchance 0\nmass 9999999999\nStates\n{\nSpawn:\nJSKL A 1 A_Look\nLoop\nSee:\nJSKL A 0 A_Stop\nJSKL A 0 A_PlaySound(\"skullact\")\nJSKL D 0 A_Chase\nJSKL ABCBABCBCBABABCBCBABABCBCBA 1 A_FaceTarget\nJSKL A 0 A_JumpIfCloser(280, 21)\nJSKL AAAAAAAAAAAAAAAAAAAA 0 A_Chase\nLoop\nJSKL D 0 A_FaceTarget\n//JSKL DDD 0 A_Chase\nJSKL D 0 A_PlaySoundEx(\"skullattack\", \"Voice\",0)\nGoto Pain\nPain: // Actually his attacking state to prevent him randomly charging at you from afar\nJSKL D 0 A_FaceTarget\nJSKL D 1 A_SkullAttack\nJSKL D 0 A_JumpIfCloser(280, 2)\nJSKL D 1 A_Stop\nGoto See\nJSKL D 0\nLoop\nDeath:\nJSKL D 0 A_Playsound(\"skulldie\")\nJSKL DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 0)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 0)\nTNT1 A 0 A_Fall\nStop\n}\n}\n\nactor impgibspawner\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"randgibsound\"\n\tdEATHsOUND \"randgibsound\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\n    ACTOR BFGVile : Archvile 15000\n    {\n\t\t\t+LOOKALLAROUND\n\t\t\t+MISSILEMORE\n            Obituary \"%o got raped by an archvile with BFG\"\n            Translation \"48:79=112:127\", \"160:167=112:125\", \"13:15=9:11\", \"128:143=112:127\", \"144:151=120:127\", \"208:223=112:127\"\n            MaxTargetRange 1500\n            DamageFactor \"BFG\", 0\n            DamageFactor \"BFGSplash\", 0\n            DamageFactor \"BFG10k\", 0\n            Missiletype \"BFGVilefire\"\n            Missileheight 40\n            States\n            {\n                    Missile:\n                            VILE G 0 BRIGHT A_PlaySound(\"weapons/bfg10kf\",5)\n                            VILE G 10 BRIGHT A_FaceTarget\n                            VILE H 10 BRIGHT\n                            VILE IJKLMN 8 BRIGHT A_FaceTarget\n                            VILE O 1 BRIGHT A_PlaySound(\"vile/stop\")\n                            VILE O 7 BRIGHT A_MissileAttack\n                            VILE P 12 BRIGHT A_PlaySound(\"weapons/bfg10kcool\",5)\n                            Goto See\n                    Heal:\n                            VILE \"[\\]\" 5 BRIGHT A_SpawnItem(\"BFGExtra\",50)\n                            Goto SuperHeal\n                    SuperHeal:\n                            VILE ] 5 BRIGHT A_SpawnItem(\"BFGVileRevive\")\n                            VILE ] 0 BRIGHT A_Jump(200,\"SuperHeal\")\n                            Goto See\n                    Pain:\n                            VILE Q 5 A_StopSound(5)\n                            VILE Q 5 A_Pain\n                            Goto See\n\n            }\n    }\n    ACTOR BFGVilefire : BFGBall\n    {\n            Obituary \"%o was too weak to survive BFGVile fire\"\n            DamageType \"BFG\"\n            Speed 400\n            SeeSound \"\"\n            AttackSound \"\"\n            DeathSound \"weapons/bfg10kx\"\n            States\n            {\n                    Spawn:\n                            TNT1 A 1 BRIGHT\n                            Loop\n                    Death:\n                            BFE1 A 0 BRIGHT\n                            BFE1 A 3 BRIGHT A_Explode(160)\n                            BFE1 BCDEF 3 BRIGHT A_BFGSpray\n                            Stop\n            }\n    }\n    ACTOR BFGVileRevive\n    {\n            -SOLID\n            -SHOOTABLE\n            +NOTARGET\n            +NODAMAGE\n            Speed 100\n            RenderStyle none\n            States\n            {\n                    Spawn:\n                            VILE A 1 A_Look\n                            Goto See\n                    See:\n                            VILE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_VileChase\n                            Goto Death\n                    Heal:\n                            VILE A 1 A_SpawnItem(\"BFGExtra\",50)\n                            VILE A 0 A_Jump(100,\"See\")\n                            Goto Death\n                    Death:\n                            VILE A 1\n                            Stop\n            }\n    }\n    ACTOR BFGVileFriendly : BFGVile\n    {\n            +FRIENDLY\n            States\n            {\n                    SuperHeal:\n                            VILE ] 5 A_SpawnItem(\"BFGVileReviveFriendly\")\n                            VILE ] 0 A_Jump(200,\"Superheal\")\n                            Goto See\n            }\n    }\n    ACTOR BFGVileReviveFriendly : BFGVileRevive\n    {\n            +FRIENDLY\n    }\n    ACTOR BFGBallEx : BFGBall replaces BFGBall\n    {\n            DamageType \"BFG\"\n    }\n\n//ACTOR SpiderMasterMind2 : SpiderMasterMind 18835\n//{\n//+NOINFIGHTING\n//-solid\n//}\n\nactor afrohand1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        AGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGIB B 0 ThrustThingZ(0, 9,1,1)\n        AGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        AGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tAGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tAGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tAGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tAGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nactor afroarm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        AGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGIC B 0 ThrustThingZ(0, 9,1,1)\n        AGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        AGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tAGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tAGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tAGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tAGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor afroleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        AGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGIE B 0 ThrustThingZ(0, 9,1,1)\n        AGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        AGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tAGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tAGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tAGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tAGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor afroleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        AGID A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGID B 0 ThrustThingZ(0, 9,1,1)\n        AGID B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGID C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        AGID D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        Loop\n    Death:\n        AGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tAGID A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tAGID B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tAGID C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tAGID D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor afrobody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.75\n    SeeSound \"\"\n    Speed 7\n    States\n    {\n    Spawn:\n        AGIG A 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        AGIG B 0 ThrustThingZ(0, 6,1,1)\n        AGIG B 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        AGIG C 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        AGIG D 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        loop\n    Death:\n        AGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tAGIG A 350\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n\t\tAGIG B 350\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n\t\tAGIG C 350\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n\t\tAGIG D 350\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor afroHEAD\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        AGIF A 3 A_Custommissile(\"blood1337\", -2,0,0)\n        AGIF B 3 A_Custommissile(\"blood1337\", -2,0,0)\n        AGIF C 3 A_Custommissile(\"blood1337\", -2,0,0)\n        AGIF D 3 A_Custommissile(\"blood1337\", -2,0,0)\n        loop\n    Death:\n        AGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        AGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tAGIF A 900\n        AGIF A -1\n        Stop\n\t\tdeath1:\n\t\tAGIF B 900\n        AGIF B -1\n        Stop\n\t\tdeath2:\n\t\tAGIF C 900\n        AGIF C -1\n\t\tSTOP\n\t\tdeath3:\n\t\tAGIF D 900\n        AGIF D -1\n        Stop\n    }\n}\n\nactor SSJTEST : CustomInventory 3128\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  states\n  {\n  Pickup:\n    goto USE\n  USE:\n    TNT1 A 1\n    TNT1 A 0 A_SpawnItem(\"SSJTEST2\", 0, 0, 0, 0)\n    stop\n  }\n}\n\nactor SSJTEST2 7942\n{\n  RenderStyle Add\n  Alpha 1\n  +NOBLOCKMAP\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    FIRE A 2 bright\n    FIRE BAB 2 bright\n    FIRE C 2 bright\n    FIRE BCBCDCDCDEDED 2 bright\n    FIRE E 2 bright\n    FIRE FEFEFGHGHGH 2 bright\n    Stop\n  }\n}\n\nactor barneyarm1 //less confuzzling\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        BGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIB B 0 ThrustThingZ(0, 9,1,1)\n        BGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        BGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tBGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tBGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tBGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tBGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nactor barneyarm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        BGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIC B 0 ThrustThingZ(0, 9,1,1)\n        BGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        BGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tBGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tBGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tBGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tBGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor barneyleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        BGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIE B 0 ThrustThingZ(0, 9,1,1)\n        BGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        BGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tBGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tBGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tBGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tBGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor barneyhead\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        BGID A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGID B 0 ThrustThingZ(0, 9,1,1)\n        BGID B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGID C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGID D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        Loop\n    Death:\n        BGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tBGID A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tBGID B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tBGID C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tBGID D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor barneytail\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.75\n    SeeSound \"\"\n    Speed 7\n    States\n    {\n    Spawn:\n        BGIG A 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        BGIG B 0 ThrustThingZ(0, 6,1,1)\n        BGIG B 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        BGIG C 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        BGIG D 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        loop\n    Death:\n        BGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tBGIG A 350\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n\t\tBGIG B 350\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n\t\tBGIG C 350\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n\t\tBGIG D 350\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor barneyleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        BGIF A 3 A_Custommissile(\"blood1337\", -2,0,0)\n        BGIF B 3 A_Custommissile(\"blood1337\", -2,0,0)\n        BGIF C 3 A_Custommissile(\"blood1337\", -2,0,0)\n        BGIF D 3 A_Custommissile(\"blood1337\", -2,0,0)\n        loop\n    Death:\n        BGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tBGIF A 900\n        BGIF A -1\n        Stop\n\t\tdeath1:\n\t\tBGIF B 900\n        BGIF B -1\n        Stop\n\t\tdeath2:\n\t\tBGIF C 900\n        BGIF C -1\n\t\tSTOP\n\t\tdeath3:\n\t\tBGIF D 900\n        BGIF D -1\n        Stop\n    }\n}\n\nactor barneybody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        BGIH A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIH B 0 ThrustThingZ(0, 9,1,1)\n        BGIH B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIH C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        BGIH D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        Loop\n    Death:\n        BGIH C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIH C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        BGIH C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tBGIH A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tBGIH B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tBGIH C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tBGIH D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor piratearm1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGIB B 0 ThrustThingZ(0, 9,1,1)\n        PGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        PGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tPGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tPGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tPGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tPGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nactor piratearm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGIC B 0 ThrustThingZ(0, 9,1,1)\n        PGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        PGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tPGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tPGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tPGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tPGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor pirateleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGIE B 0 ThrustThingZ(0, 9,1,1)\n        PGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        PGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tPGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tPGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tPGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tPGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor pirateleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PGID A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGID B 0 ThrustThingZ(0, 9,1,1)\n        PGID B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGID C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        PGID D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        Loop\n    Death:\n        PGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tPGID A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tPGID B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tPGID C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tPGID D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor piratebody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.75\n    SeeSound \"\"\n    Speed 7\n    States\n    {\n    Spawn:\n        PGIG A 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        PGIG B 0 ThrustThingZ(0, 6,1,1)\n        PGIG B 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        PGIG C 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        PGIG D 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        loop\n    Death:\n        PGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tPGIG A 350\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n\t\tPGIG B 350\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n\t\tPGIG C 350\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n\t\tPGIG D 350\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor pirateHEAD\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PGIF A 3 A_Custommissile(\"blood1337\", -2,0,0)\n        PGIF B 3 A_Custommissile(\"blood1337\", -2,0,0)\n        PGIF C 3 A_Custommissile(\"blood1337\", -2,0,0)\n        PGIF D 3 A_Custommissile(\"blood1337\", -2,0,0)\n        loop\n    Death:\n        PGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        PGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tPGIF A 900\n        PGIF A -1\n        Stop\n\t\tdeath1:\n\t\tPGIF B 900\n        PGIF B -1\n        Stop\n\t\tdeath2:\n\t\tPGIF C 900\n        PGIF C -1\n\t\tSTOP\n\t\tdeath3:\n\t\tPGIF D 900\n        PGIF D -1\n        Stop\n    }\n}\n\nactor piratenormaldeath\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    SeeSound \"DSPRAAR2\"\n\tdEATHsOUND \"DSPRAAR2\"\n    Speed 5\n    States\n\t    {\n    Spawn:\n        TNT1 A 1\n        loop\n\t\tdeath:\n        DGIF C 0\n        TNT1 A -1\n        Stop\n    }\n}\n\nACTOR LostNegro 6944\n{\n  Health 1\n  Radius 16\n  Height 56\n  Mass 50\n  Speed 8\n  Damage 3\n  PainChance 256\n  Monster\n  +FLOAT\n  +NOGRAVITY\n  +MISSILEMORE\n  +DONTFALL\n  +NOICEDEATH\n  ActiveSound \"skull/active\"\n  RenderStyle SoulTrans\n  Obituary \"%o asploded!\" // \"%o was spooked by a lost soul.\"\n  States\n  {\n  Spawn:\n    SKUL AB 10 BRIGHT A_Look\n    Loop\n  See:\n    SKUL AB 6 BRIGHT A_Chase\n    Loop\n  Missile:\n    SKUL A 1 BRIGHT A_FaceTarget\n    SKUL B 1 BRIGHT A_CustomMissile (\"LostRocket\")\n  goto death //negro\n  Pain:\n    SKUL E 3 BRIGHT\n    SKUL E 3 BRIGHT A_Pain\n    Goto See\n  Death:\n    NULL F 6 BRIGHT A_NoBlocking\n    NULL G 6 BRIGHT\n    NULL H 6 BRIGHT\n    NULL I 6 BRIGHT\n    NULL J 6\n    NULL K 6\n    Stop\n  }\n}\n\nACTOR LostRocket\n{\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 20\n  Projectile\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +ROCKETTRAIL\n  SeeSound \"skull/melee\"\n  DeathSound \"weapons/rocklx\"\n  Obituary \"%o asploded!\"\n  States\n  {\n  Spawn:\n  SKUL CD 4 BRIGHT\n  Loop\n  Death:\n    MISL B 8 Bright A_Explode\n    MISL C 6 Bright\n    MISL D 4 Bright\n    Stop\n  }\n}\n\nACTOR fiya\n{\n  Radius 1\n  Height 1\n  Damage 2\n  Projectile\n  +RIPPER\n  +FLOORHUGGER\n  Obituary \"%o was burned to death\"\n  RenderStyle Add\n  States\n  {\n  Spawn:\n    FCAN ABCABCABCABCABCABCABCABCABC 4 Bright A_Explode(90,60,1)\n    loop\n  Death:\n    NULL A 1\n    Stop\n  }\n}\n\nactor Token : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 100\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Stop\n  }\n}\n\nactor DeathCount : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 255\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Stop\n  }\n}\n\nActor PushRocketLauncher : RocketLauncher 20012\n{\n    Weapon.SelectionOrder 100\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tStates\n\t{\n\tReady:\n\t\tMISG A 1 A_WeaponReady\n\tLoop\n  Deselect:\n    MISG A 1 A_Lower\n\tgoto deselect\n  Select:\n    MISG A 1 A_Raise\n    goto select\n\tLoop\n\tFire:\n\tMISG B 1\n\tMISG B 0 A_Jumpifinventory(\"Token\", 5, \"Level5\")\n\tMISG B 0 A_Jumpifinventory(\"Token\", 4, \"Level4\")\n\tMISG B 0 A_Jumpifinventory(\"Token\", 3, \"Level3\")\n\tMISG B 0 A_Jumpifinventory(\"Token\", 2, \"Level2\")\n\tMISG B 0 A_Jumpifinventory(\"Token\", 1, \"Level1\")\n\tGoto Ready\n\tLevel1:\n    MISG B 7 A_GunFlash\n    MISG B 12 A_FireCustomMissile(\"WeakestPush\",0,0,0,0)\n    MISG B 0 A_ReFire\n    Goto Ready\n\tLevel2:\n    MISG B 7 A_GunFlash\n    MISG B 12 A_FireCustomMissile(\"WeakPush\",0,0,0,0)\n    MISG B 0 A_ReFire\n    Goto Ready\n\tLevel3:\n    MISG B 7 A_GunFlash\n    MISG B 12 A_FireCustomMissile(\"AveragePush\",0,0,0,0)\n    MISG B 0 A_ReFire\n    Goto Ready\n\tLevel4:\n    MISG B 7 A_GunFlash\n    MISG B 12 A_FireCustomMissile(\"StrongPush\",0,0,0,0)\n    MISG B 0 A_ReFire\n    Goto Ready\n\tLevel5:\n    MISG B 7 A_GunFlash\n    MISG B 12 A_FireCustomMissile(\"StrongestPush\",0,0,0,0)\n    MISG B 0 A_ReFire\n    Goto Ready\n\tFlash:\n\t\tMISF A 3 Bright A_Light1\n\t\tMISF B 2 Bright\n\t\tMISF C 2 Bright A_Light2\n\t\tMISF DE 3 Bright\n\t\tGoto LightDone\n\tSpawn:\n\t\tLAUN A -1\n    Stop\n\t}\n}\n\nACTOR WeakestPush : Rocket\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 0\n\tProjectile\n\t+ROCKETTRAIL\n\t+RANDOMIZE\n    +EXPLODEONWATER\n    +SKYEXPLODE\n\tProjectile\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tDamageType Fun\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 bright\n\tloop\n\tDeath:\n\t\tMISL B 0 bright A_RadiusThrust (4000, 256, 0)\n\t\tMISL B 8 bright A_Explode\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\tstop\n\t}\n}\n\nACTOR WeakPush : Rocket\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 0\n\tProjectile\n\t+ROCKETTRAIL\n\t+RANDOMIZE\n    +EXPLODEONWATER\n    +SKYEXPLODE\n\tProjectile\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tDamageType Fun\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 bright\n\tloop\n\tDeath:\n\t\tMISL B 0 bright A_RadiusThrust (6000, 256, 0)\n\t\tMISL B 8 bright A_Explode\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\tstop\n\t}\n}\n\nACTOR AveragePush : Rocket\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 0\n\tProjectile\n\t+ROCKETTRAIL\n\t+RANDOMIZE\n    +EXPLODEONWATER\n    +SKYEXPLODE\n\tProjectile\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tDamageType Fun\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 bright\n\tloop\n\tDeath:\n\t\tMISL B 0 bright A_RadiusThrust (8000, 256, 0)\n\t\tMISL B 8 bright A_Explode\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\tstop\n\t}\n}\n\nACTOR StrongPush : Rocket\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 0\n\tProjectile\n\t+ROCKETTRAIL\n\t+RANDOMIZE\n    +EXPLODEONWATER\n    +SKYEXPLODE\n\tProjectile\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tDamageType Fun\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 bright\n\tloop\n\tDeath:\n\t\tMISL B 0 bright A_RadiusThrust (10000, 256, 0)\n\t\tMISL B 8 bright A_Explode\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\tstop\n\t}\n}\n\nACTOR StrongestPush : Rocket\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 0\n\tProjectile\n\t+ROCKETTRAIL\n\t+RANDOMIZE\n    +EXPLODEONWATER\n    +SKYEXPLODE\n\tProjectile\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tDamagetype Fun\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 bright\n\tloop\n\tDeath:\n\t\tMISL B 0 bright A_RadiusThrust (12000, 256, 0)\n\t\tMISL B 8 bright A_Explode\n\t\tMISL C 6 bright\n\t\tMISL D 4 bright\n\tstop\n\t}\n}\n\nACTOR miningslave : PlayerPawn\n{\n  Speed 1\n  scale 0.65\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  damagefactor \"Fun\", 0\n  Player.DisplayName \"mining slave\"\n  Player.soundclass\"miningslave\"\n  Player.ColorRange 112, 127\n    species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  States\n  {\n  Spawn:\n    MINE A -1\n    Loop\n  See:\n    MINE CBCD 4\n    Loop\n  Pain:\n    MINE A 4\n    MINE A 4 A_Pain\n    Goto Spawn\n  Missile:\n    MINE I 12 bright\n    Goto Spawn\n  Melee:\n    MINE I 6 BRIGHT\n    Goto Missile\n  Death:\n    MINE H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n    MINE E 10\n    MINE E 10 A_PlayerScream\n\tMINE F 10 A_NoBlocking\n    MINE G 10\n    null A -1\n    Stop\n  XDeath:\n    MINE A 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n    MINE E 10\n    MINE E 10 A_PlayerScream\n\tMINE F 10 A_NoBlocking\n    MINE G 10\n    null A -1\n    Stop\n  AltSkinDeath:\n    MINE E 10\n    MINE E 10 A_PlayerScream\n\tMINE F 10 A_NoBlocking\n    MINE G 10\n    null A -1\n    Stop\n  AltSkinXDeath:\n    MINE E 10\n    MINE E 10 A_PlayerScream\n\tMINE F 10 A_NoBlocking\n    MINE G 10\n    null A -1\n    Stop\n  }\n}\n\nACTOR fatass : Ammo 10325\n{\n  +NOGRAVITY\n  +FLOAT\n  Inventory.PickupMessage \"some fuel!\" // \"Picked up an energy cell.\"\n  Inventory.Amount 10\n  Inventory.MaxAmount 100\n  Ammo.BackpackAmount 20\n  Inventory.Icon \"CELLA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor flymeaway : weapon 12021\n{\n  Weapon.Ammotype \"fatass\"\n  Weapon.Ammouse 1\n  weapon.ammogive 50\n  Weapon.SelectionOrder 100\n  Weapon.SlotNumber 6\n  -WEAPON.NOAUTOFIRE\n  Inventory.PickupMessage \"may you fly to jesus\"\n  States\n  {\n  Ready:\n    SBOM A 1 A_WeaponReady\n    SBOM C 0 SetPlayerProperty(0, 0, 3)\n    Loop\n  Deselect:\n    SBOM A 0 SetPlayerProperty(0, 0, 3)\n    SBOM A 1 A_Lower\n    Loop\n  Select:\n    SBOM A 0 SetPlayerProperty(0, 0, 3)\n    SBOM A 1 A_Raise\n    Loop\n  Fire:\n    SBOM C 0 A_playsound(\"DSFLBURN\")\n    SBOM C 0 SetPlayerProperty(0, 1, 3)\n    SBOM C 3 A_TakeInventory(\"fatass\",1)\n    Goto Ready\n  Spawn:\n    TNT1 A -1 //FUCK YOU\n    Stop\n  }\n}\n\nactor spawnshit 23113\n{\nradius 1\nspeed 0\nheight 1\nmass 0\n+NOGRAVITY\n+NOCLIP\nstates\n{\nspawn:\nTNT1 A 5 a_spawnitemex(\"fatass\", random(500, -500), random(500, -500), random(0,-600), 0, 0, 0, 0, 0, 0)\ngoto fagloop\nfagloop:\nTNT1 A 1 a_jump(5, \"spawn\")\ngoto fagloop\n}\n}\n\nactor SupernoclipCacodemon : Cacodemon 22269\n{\n  obituary \"%o Tested his new hole with the cock 'o' demon's invisible penis. %o is gay.\"\n  hitobituary \"%o got too anal to a cacodemon, %o is terrible at running.\"\n  health 13371337\n  radius 31\n  height 56\n  mass 400\n  speed 45\n  painchance 128\n  seesound \"caco/sight\"\n  painsound \"caco/pain\"\n  deathsound \"caco/death\"\n  activesound \"caco/active\"\n  attacksound \"caco/melee\"\n  MONSTER\n  +NOCLIP\n  +FLOAT\n  +NOGRAVITY\n  +LOOKALLAROUND\n  +QUICKTORETALIATE\n  MONSTER\n  +BOSS\n\n  states\n  {\n  Spawn:\n    HEAD A 10 A_Look\n   HEAD AAAAAAAAAA 1 A_Wander\n    loop\n  See:\n    HEAD AA 1 A_Chase(\"\",\"\")\n    HEAD A 1 A_Chase\n    loop\n  Missile:\n    HEAD BC 5 A_FaceTarget\n    HEAD D 5 bright A_CustomMissile(\"CacodemonBall1\", 20, 0, 0, 0, 0)   // See CacodemonBall\n    goto See\n  Pain:\n    HEAD E 3\n    HEAD E 3 A_Pain\n    HEAD F 6\n    goto See\n  Death:\n    HEAD G 8\n    HEAD H 8 A_Scream\n    HEAD IJ 8\n    HEAD K 8 A_NoBlocking\n    HEAD L -1 A_SetFloorClip\n    stop\n  Raise:\n    HEAD L 8 A_UnSetFloorClip\n    HEAD KJIHG 8\n    goto See\n  }\n}\n\nactor mexicanarm1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        MGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGIB B 0 ThrustThingZ(0, 9,1,1)\n        MGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        MGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tMGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tMGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tMGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tMGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nactor mexicanarm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        MGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGIC B 0 ThrustThingZ(0, 9,1,1)\n        MGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        MGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tMGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tMGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tMGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tMGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor mexicanleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        MGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGIE B 0 ThrustThingZ(0, 9,1,1)\n        MGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        MGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tMGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tMGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tMGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tMGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor mexicanleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        MGID A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGID B 0 ThrustThingZ(0, 9,1,1)\n        MGID B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGID C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        MGID D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        Loop\n    Death:\n        MGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tMGID A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tMGID B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tMGID C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tMGID D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor mexicanbody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.75\n    SeeSound \"\"\n    Speed 7\n    States\n    {\n    Spawn:\n        MGIG A 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        MGIG B 0 ThrustThingZ(0, 6,1,1)\n        MGIG B 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        MGIG C 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        MGIG D 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        loop\n    Death:\n        MGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tMGIG A 350\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n\t\tMGIG B 350\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n\t\tMGIG C 350\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n\t\tMGIG D 350\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor mexicanHEAD\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        MGIF A 3 A_Custommissile(\"blood1337\", -2,0,0)\n        MGIF B 3 A_Custommissile(\"blood1337\", -2,0,0)\n        MGIF C 3 A_Custommissile(\"blood1337\", -2,0,0)\n        MGIF D 3 A_Custommissile(\"blood1337\", -2,0,0)\n        loop\n    Death:\n        MGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        MGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tMGIF A 900\n        MGIF A -1\n        Stop\n\t\tdeath1:\n\t\tMGIF B 900\n        MGIF B -1\n        Stop\n\t\tdeath2:\n\t\tMGIF C 900\n        MGIF C -1\n\t\tSTOP\n\t\tdeath3:\n\t\tMGIF D 900\n        MGIF D -1\n        Stop\n    }\n}\n\nactor playboyarm1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        QGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGIB B 0 ThrustThingZ(0, 9,1,1)\n        QGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        QGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tQGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tQGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tQGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tQGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nactor playboyarm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        QGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGIC B 0 ThrustThingZ(0, 9,1,1)\n        QGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        QGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tQGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tQGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tQGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tQGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor playboyleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        QGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGIE B 0 ThrustThingZ(0, 9,1,1)\n        QGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        QGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tQGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tQGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tQGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tQGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor playboyleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        QGID A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGID B 0 ThrustThingZ(0, 9,1,1)\n        QGID B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGID C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        QGID D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        Loop\n    Death:\n        QGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tQGID A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tQGID B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tQGID C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tQGID D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor playboybody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.75\n    SeeSound \"\"\n    Speed 7\n    States\n    {\n    Spawn:\n        QGIG A 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        QGIG B 0 ThrustThingZ(0, 6,1,1)\n        QGIG B 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        QGIG C 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        QGIG D 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        loop\n    Death:\n        QGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tQGIG A 350\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n\t\tQGIG B 350\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n\t\tQGIG C 350\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n\t\tQGIG D 350\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor playboyHEAD\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        QGIF A 3 A_Custommissile(\"blood1337\", -2,0,0)\n        QGIF B 3 A_Custommissile(\"blood1337\", -2,0,0)\n        QGIF C 3 A_Custommissile(\"blood1337\", -2,0,0)\n        QGIF D 3 A_Custommissile(\"blood1337\", -2,0,0)\n        loop\n    Death:\n        QGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        QGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tQGIF A 900\n        QGIF A -1\n        Stop\n\t\tdeath1:\n\t\tQGIF B 900\n        QGIF B -1\n        Stop\n\t\tdeath2:\n\t\tQGIF C 900\n        QGIF C -1\n\t\tSTOP\n\t\tdeath3:\n\t\tQGIF D 900\n        QGIF D -1\n        Stop\n    }\n}\n\nactor SANTAarm1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGIB B 0 ThrustThingZ(0, 9,1,1)\n        SGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        SGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tSGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tSGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tSGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tSGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nactor SANTAarm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGIC B 0 ThrustThingZ(0, 9,1,1)\n        SGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        SGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tSGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tSGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tSGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tSGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor SANTAleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGIE B 0 ThrustThingZ(0, 9,1,1)\n        SGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        SGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tSGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tSGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tSGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tSGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor SANTAleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SGID A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGID B 0 ThrustThingZ(0, 9,1,1)\n        SGID B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGID C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        SGID D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        Loop\n    Death:\n        SGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tSGID A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tSGID B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tSGID C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tSGID D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor SANTAbody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.75\n    SeeSound \"\"\n    Speed 7\n    States\n    {\n    Spawn:\n        SGIG A 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        SGIG B 0 ThrustThingZ(0, 6,1,1)\n        SGIG B 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        SGIG C 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        SGIG D 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        loop\n    Death:\n        SGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tSGIG A 350\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n\t\tSGIG B 350\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n\t\tSGIG C 350\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n\t\tSGIG D 350\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor SANTAHEAD\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SGIF A 3 A_Custommissile(\"blood1337\", -2,0,0)\n        SGIF B 3 A_Custommissile(\"blood1337\", -2,0,0)\n        SGIF C 3 A_Custommissile(\"blood1337\", -2,0,0)\n        SGIF D 3 A_Custommissile(\"blood1337\", -2,0,0)\n        loop\n    Death:\n        SGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        SGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tSGIF A 900\n        SGIF A -1\n        Stop\n\t\tdeath1:\n\t\tSGIF B 900\n        SGIF B -1\n        Stop\n\t\tdeath2:\n\t\tSGIF C 900\n        SGIF C -1\n\t\tSTOP\n\t\tdeath3:\n\t\tSGIF D 900\n        SGIF D -1\n        Stop\n    }\n}\n\nactor vegetaarm1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        VGIB A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGIB B 0 ThrustThingZ(0, 9,1,1)\n        VGIB B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGIB C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGIB D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        VGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIB C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tVGIB A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tVGIB B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tVGIB C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tVGIB D 350\n        NULL A -1\n\t\tStop\n    }\n}\n\nactor vegetaarm2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        VGIC A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGIC B 0 ThrustThingZ(0, 9,1,1)\n        VGIC B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGIC C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGIC D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        VGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIC C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tVGIC A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tVGIC B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tVGIC C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tVGIC D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor vegetaleg1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        VGIE A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGIE B 0 ThrustThingZ(0, 9,1,1)\n        VGIE B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGIE C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGIE D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        loop\n    Death:\n        VGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIE C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tVGIE A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tVGIE B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tVGIE C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tVGIE D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor vegetaleg2\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.6\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        VGID A 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGID B 0 ThrustThingZ(0, 9,1,1)\n        VGID B 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGID C 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        VGID D 3 A_Custommissile(\"Blood1337\", -2,0,0)\n        Loop\n    Death:\n        VGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGID C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tVGID A 350\n        NULL A -1\n        Stop\n\t\tdeath1:\n\t\tVGID B 350\n        NULL A -1\n        Stop\n\t\tdeath2:\n\t\tVGID C 350\n        NULL A -1\n\t\tSTOP\n\t\tdeath3:\n\t\tVGID D 350\n        NULL A -1\n        Stop\n    }\n}\n\nactor vegetabody\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.75\n    SeeSound \"\"\n    Speed 7\n    States\n    {\n    Spawn:\n        VGIG A 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        VGIG B 0 ThrustThingZ(0, 6,1,1)\n        VGIG B 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        VGIG C 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        VGIG D 3 A_Custommissile(\"Blood1337\", 0,0,0)\n        loop\n    Death:\n        VGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIG C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tVGIG A 350\n        TNT1 A -1\n        Stop\n\t\tdeath1:\n\t\tVGIG B 350\n        TNT1 A -1\n        Stop\n\t\tdeath2:\n\t\tVGIG C 350\n        TNT1 A -1\n        Stop\n\t\tdeath3:\n\t\tVGIG D 350\n        TNT1 A -1\n\t\tStop\n    }\n}\n\nactor vegetaHEAD\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.5\n    SeeSound \"\"\n    Speed 5\n    States\n    {\n    Spawn:\n        VGIF A 3 A_Custommissile(\"blood1337\", -2,0,0)\n        VGIF B 3 A_Custommissile(\"blood1337\", -2,0,0)\n        VGIF C 3 A_Custommissile(\"blood1337\", -2,0,0)\n        VGIF D 3 A_Custommissile(\"blood1337\", -2,0,0)\n        loop\n    Death:\n        VGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n        VGIF C 0 A_Jump (85, \"death1\", \"death2\", \"death3\")\n\t\tVGIF A 900\n        VGIF A -1\n        Stop\n\t\tdeath1:\n\t\tVGIF B 900\n        VGIF B -1\n        Stop\n\t\tdeath2:\n\t\tVGIF C 900\n        VGIF C -1\n\t\tSTOP\n\t\tdeath3:\n\t\tVGIF D 900\n        VGIF D -1\n        Stop\n    }\n}\n\n// ********************\n// AFRIT FROM REALM 667\n// ********************\nActor Afrit\n{\n  Health 800\n  Speed 6\n  Radius 24\n  Height 72\n  PainChance 50\n  Mass 500\n  SeeSound \"Baron/Sight\"\n  PainSound \"Baron/Pain\"\n  DeathSound \"Baron/Death\"\n  ActiveSound \"Baron/Active\"\n  Monster\n  +NoGravity\n  +NoBlood\n  +Float\n  +DontHurtSpecies\n  Obituary \"%o was scorched by an Afrit\"\n  HitObituary \"%o found the Afrit too hot to handle.\"\n  Damagefactor \"HellFire\", 0.0\n  States\n  {\n  Spawn:\n    FRIT A 0\n    FRIT A 0 A_CustomMissile(\"OrbitComet\", 44, 0, 0, 2, 0)\n    FRIT A 0 A_CustomMissile(\"OrbitComet2\", 44, 0, 180, 2, 0)\n    FRIT AABB 4 Bright A_Look\n    Goto Spawn+3\n  Idle:\n    FRIT ABCD 4 Bright A_Look\n    Loop\n  See:\n    FRIT AABBCCDD 2 Bright A_Chase\n    Loop\n  Melee:\n    TNT1 A 0 A_Jump(64, \"Melee2\")\n    FRIT ST 6 Bright A_FaceTarget\n    FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n    Goto See\n  Melee2:\n    FRIT E 6 Bright A_FaceTarget\n    FRIT F 6 Bright A_CustomMissile(\"HellFire\", 44)\n    FRIT G 6 Bright A_FaceTarget\n    Goto See\n  Missile:\n    TNT1 A 0 A_Jump(64, \"Missile3\")\n    TNT1 A 0 A_Jump(128, \"Missile2\")\n    FRIT ST 6 Bright A_FaceTarget\n    FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n    Goto See\n  Missile2:\n    FRIT EF 6 Bright A_FaceTarget\n    FRIT G 6 Bright A_CustomMissile(\"Comet\", 44)\n    Goto See\n  Missile3:\n    FRIT E 6 Bright A_FaceTarget\n    FRIT F 6 Bright A_CustomMissile(\"Hellfire\", 44)\n    FRIT G 6 Bright A_FaceTarget\n    Goto See\n  Pain:\n    FRIT H 4 Bright\n    FRIT H 4 Bright A_Pain\n    Goto See\n  Death:\n    TNT1 A 0 A_NoGravity\n    FRIT I 6 Bright A_Scream\n    FRIT J 5 Bright A_NoBlocking\n    FRIT KLMNOPQR 4 Bright\n    Stop\n  }\n}\n\nActor AfritBall\n{\n  Radius 6\n  Height 8\n  Speed 15\n  Damage 8\n  Projectile\n  RenderStyle Add\n  Alpha 0.8\n  SeeSound \"Imp/Attack\"\n  DeathSound \"Imp/ShotX\"\n  Decal BaronScorch\n  States\n  {\n  Spawn:\n    FRTM AB 5 Bright\n    Loop\n  Death:\n    FRTM CDE 6 Bright\n    Stop\n  }\n}\n\nActor Comet\n{\n  Radius 6\n  Height 8\n  Speed 10\n  Damage 5\n  SpawnID 250\n  Scale 0.55\n  Projectile\n  SeeSound \"Afrit/CometFire\"\n  DeathSound \"Afrit/CometHit\"\n  Decal Scorch\n  States\n  {\n  Spawn:\n    COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"CometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    COMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\", 0, 0, 0, 0, 0, 0, 0, 128)\n    COMT E 3 Bright A_Explode(80, 80, 0)\n    TNT1 A 0 A_SpawnItemEx(\"CometDeath\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Stop\n  }\n}\n\nActor CometTail\n{\n  Projectile\n  +NoClip\n  RenderStyle Add\n  Alpha 0.4\n  States\n  {\n  Spawn:\n    FRTB ABCDEFGHI 1 Bright\n    Stop\n  }\n}\n\nActor CometDeathGlow : CometTail\n{\n  Scale 2.0\n  Alpha 0.6\n  States\n  {\n  Spawn:\n    FRTB ABCDEFGHI 3 Bright\n    Stop\n  }\n}\n\nActor CometDeath\n{\n  Projectile\n  RenderStyle Add\n  +NoClip\n  Alpha 0.7\n  States\n  {\n  Spawn:\n    COMT FGHI 3 Bright\n    Stop\n  }\n}\n\nActor OrbitComet : Comet\n{\n  SeeSound \"\"\n  +NoClip\n  Scale 0.28\n  Speed 5\n  States\n  {\n  Spawn:\n    COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_CustomMissile(\"OrbitComet\", 0, 0, 75)\n    TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Stop\n  }\n}\n\nActor OrbitComet2 : OrbitComet\n{\n  States\n  {\n  Spawn:\n    COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    TNT1 A 0 A_CustomMissile(\"OrbitComet2\", 0, 0, -75)\n    TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Stop\n  }\n}\n\nActor OrbitCometTail : CometTail\n{\n  Scale 0.5\n}\n\nActor HellFire\n{\n  +NoBlockMap\n  +Painless\n  +BloodlessImpact\n  +Missile\n  +DropOff\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Loop\n  Death:\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 0, -180)\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 16, -175)\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 32, -170)\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -16, -185)\n    TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -32, -190)\n    TNT1 A 10 Bright A_PlaySound(\"Afrit/Hellfire\")\n    Stop\n  }\n}\n\nActor HellFire1\n{\n  +Ripper\n  +NoExplodeFloor\n  +Painless\n  +BloodlessImpact\n  +Missile\n  +DropOff\n  Speed 2\n  States\n  {\n  Spawn:\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n     TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n     Stop\n  }\n}\n\nActor HellFire2\n{\n  +Ripper\n  +NoExplodeFloor\n  +BloodlessImpact\n  +DropOff\n  +Randomize\n  Scale 1.5\n  Speed 1\n  RenderStyle Add\n  Alpha 0.67\n  Damagetype \"HellFire\"\n  Obituary \"%o was scorched by an Afrit\"\n  States\n  {\n  Spawn:\n    TNT1 A 8\n    FRTF A 3 Bright\n    FRTF BC 3 Bright A_Explode(3, 64)\n    TNT1 A 0 A_Explode(3, 64)\n    TNT1 A 0 A_Jump(191, 4)\n    TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 24, 0)\n    TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n    TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, -24, 0)\n    FRTF DEFGHIJKLMNO 3 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "skulltagshit.txt",
        "contents": "// [SP] Duel Surge II compatibility\n// [author]: This was put in because invisible bridges don't behave properly at this size.\nactor CargoBridge 1337\n{\n\tRadius 64\n\tHeight 16\n\t+NOGRAVITY\n\t+SOLID\n\t-SHOOTABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A -1\n\t\tstop\n\t}\n}\n//=================================================================================================\n//\n// Red Armor\n//\n//=================================================================================================\n\nACTOR RedArmor : BasicArmorPickup 5040\n{\n\tGame Doom\n\tSpawnID 168\n\tRadius 20\n\tHeight 16\n\tArmor.Savepercent 66.66666\n\tArmor.Saveamount 200\n\tInventory.Icon \"ARM3A0\"\n\tInventory.Pickupmessage \"$PICKUP_REDARMOR\"\n\tDamageFactor \"Fire\", 0.125\n\tDamageFactor \"Rocket\", 0.125\n\tDamageFactor \"Grenade\", 0.125\n\tStates\n\t{\n\tSpawn:\n\t\tARM3 A 6\n\t\tARM3 B 6 bright\n\t\tgoto Spawn\n\t}\n}\n//=================================================================================================\n//\n// Dead cyberdemon\n//\n//=================================================================================================\n\nactor DeadCyberdemon : Cyberdemon 5070\n{\n\tSkip_Super\n\tGame Doom\n\tDropItem None\n\tStates\n\t{\n\tSpawn:\n\t\tGoto Super::Death+9\n\t}\n}\n//=================================================================================================\n//\n// Short grey column\n//\n//=================================================================================================\n\nACTOR GreyColumn 5051\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 40\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tCOL8 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Tall grey column\n//\n//=================================================================================================\n\nACTOR TallGreyColumn 5052\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 52\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tCOL7 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Grey heart column\n//\n//=================================================================================================\n\nACTOR GreyHeartColumn 5053\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 40\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tCOL9 AB 14\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Tall gothic column\n//\n//=================================================================================================\n\nACTOR TallGothicColumn 5054\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 52\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tGCOL A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Revenant hand\n//\n//=================================================================================================\n\nACTOR RevenantHand 5055\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 16\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tSGRB AB 14\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Imp head\n//\n//=================================================================================================\n\nACTOR ImpHead 5056\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 8\n\tHeight 32\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tIHED A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// NEEEEEEEEEDS MOOOOOORE...\n//\n//=================================================================================================\n\nACTOR Impse 5058\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 20\n\tHeight 48\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tIMPS ABC 4\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Floating skull (bobs)\n//\n//=================================================================================================\n\nACTOR FloatingBobbingSkull : FloatingSkull 5009\n{\n\t+FLOATBOB\n}\n\n//=================================================================================================\n//\n// Impaling spike\n//\n//=================================================================================================\n\nACTOR ImpalingSpike 5120\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 64\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOL7 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (chaingunner head)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike2 5121\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 56\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOL8 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (zombieman head)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike3 5122\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 56\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOL9 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// White torch\n//\n//=================================================================================================\n\nACTOR WhiteTorch 5150\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 68\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tTWHI ABCD 4 BRIGHT\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Short white torch\n//\n//=================================================================================================\n\nACTOR ShortWhiteTorch 5151\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 37\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tSMWT ABCD 4 BRIGHT\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Yellow torch\n//\n//=================================================================================================\n\nACTOR YellowTorch 5152\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 68\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tTYEL ABCD 4 BRIGHT\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Short yellow torch\n//\n//=================================================================================================\n\nACTOR ShortYellowTorch 5153\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 37\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tSMYT ABCD 4 BRIGHT\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Evil eye (red)\n//\n//=================================================================================================\n\nACTOR RedEvilEye 5059\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 54\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tCEYR ABCB 6 BRIGHT\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Evil eye (blue)\n//\n//=================================================================================================\n\nACTOR BlueEvilEye 5060\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 54\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tCEYB ABCB 6 BRIGHT\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Candle stick (red)\n//\n//=================================================================================================\n\nACTOR RedCandleStick 5156\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 20\n\tHeight 14\n\tStates\n\t{\n\tSpawn:\n\t\tCANR A -1 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Candle stick (blue)\n//\n//=================================================================================================\n\nACTOR BlueCandleStick 5157\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 20\n\tHeight 14\n\tStates\n\t{\n\tSpawn:\n\t\tCANB A -1 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Tech lamp (red)\n//\n//=================================================================================================\n\nACTOR RedTechLamp 5154\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 80\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tTLP3 ABCD 4 BRIGHT\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Tech lamp 2 (red)\n//\n//=================================================================================================\n\nACTOR RedTechLamp2 5155\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 60\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tTLP4 ABCD 4 BRIGHT\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Column (red)\n//\n//=================================================================================================\n\nACTOR RedColumn 5158\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 48\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tRCOL A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Column (blue)\n//\n//=================================================================================================\n\nACTOR BlueColumn 5159\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 48\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tBCOL A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (doomguy head)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike4 5320\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 56\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOLA A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (3 doomguy heads)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike5 5321\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 64\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOLB A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (3 doomguy heads, short)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike6 5322\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 45\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOLC A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (doomguy torso, one arm)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike7 5323\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 54\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOLD A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (doomguy torso, two arms)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike8 5324\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 54\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOLE A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (doomguy skewered, twitching)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike9 5325\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 64\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOLF A 6\n\t\tPOLF B 8\n\t\tLoop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (doomguy skewered, long arm)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike10 5326\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 64\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOLG A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Impaling spike (doomguy skewered, short arm)\n//\n//=================================================================================================\n\nACTOR ImpalingSpike11 5327\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 64\n\t+SOLID\n\t+USESPECIAL\n\tStates\n\t{\n\tSpawn:\n\t\tPOLH A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Gibs with marine helmet\n//\n//=================================================================================================\n\nACTOR MarineHelmetGibs 5328\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 16\n\tHeight 64\n\tStates\n\t{\n\tSpawn:\n\t\tGIB1 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Hissy\n//\n//=================================================================================================\n\nACTOR Hissy 5057\n{\n\tGame Doom\n\tRadius 20\n\tHeight 26\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tHISY B 1 A_FaceConsolePlayer(5)\n\t\twait\n\t\tHISY A 1 A_FaceConsolePlayer(5)\n\t\tWait\n\t}\n}\n//=================================================================================================\n//\n// DarkImp\n//\n//=================================================================================================\n\nactor DarkImp : DoomImp 5003 // [RT] Inherits from the DoomImp for convenience\n{\n  game Doom\n  spawnid 155 // [RT] I think this is the right Spawnid, change if it isn't\n  obituary \"$OB_DARKIMP\"\n  hitobituary \"$OB_DARKIMP_MELEE\"\n  health 120\n  missiletype DarkImpBall\n  meleedamage 3\n  meleesound \"imp/melee\"\n  states\n  {\n  Spawn:\n    DIMP AB 10 A_Look\n    loop\n  See:\n    DIMP AABBCCDD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    DIMP EF 8 A_FaceTarget\n    DIMP G 6 A_ComboAttack  // See DarkImpBall\n    goto See\n  Pain:\n    DIMP H 2\n    DIMP H 2 A_Pain\n    goto See\n  Death:\n    DIMP I 8\n    DIMP J 8 A_Scream\n    DIMP K 6\n    DIMP L 6 A_NoBlocking\n    DIMP M -1\n    stop\n  XDeath:\n    DIMP N 5\n    DIMP O 5 A_XScream\n    DIMP P 5\n    DIMP Q 5 A_NoBlocking\n    DIMP RST 5\n    DIMP U -1\n    stop\n  Raise:\n    DIMP ML 8\n    DIMP KJI 6\n    goto See\n  }\n}\n\nactor DarkImpBall : DoomImpBall // [RT] Inherits from DoomImpBall for convenience.\n{\n  game Doom\n  spawnid 218\n  Speed 20\n  damage 3 // [RT] I think this is right, change if neccesary.\n  states\n  {\n  Spawn:\n    BAL4 AB 4 bright\n    loop\n  Death:\n    BAL4 CDE 6 bright\n    stop\n  }\n}\n\n//=================================================================================================\n//\n// Cacolantern\n//\n//=================================================================================================\n\nACTOR Cacolantern : Cacodemon 5006\n{\n\tSpawnID 159\n\tHealth 800\n\tObituary \"$OB_CACOLANTERN\"\n\tHitObituary \"$OB_CACOLANTERN_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHED2 A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tHED2 E 3\n\t\tHED2 E 3 A_Pain\n\t\tHED2 F 6\n\t\tGoto See\n\tMissile:\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 BRIGHT A_BasicAttack (8, \"None\", \"CacolanternBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tHED2 G 8 A_NoBlocking\n\t\tHED2 H 8 A_Scream\n\t\tHED2 IJK 8\n\t\tHED2 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED2 L 8 A_UnsetFloorClip\n\t\tHED2 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR CacolanternBall\n{\n\tSpawnID 219\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage 5\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL8 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL8 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Abaddon\n//\n//=================================================================================================\n\nACTOR Abaddon : Cacolantern 5015\n{\n\tSpawnID 220\n\tHealth 1200\n\tSpeed 12\n\tPainChance 40\n\tObituary \"$OB_ABADDON\"\n\tHitObituary \"$OB_ABADDON_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHED3 A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tHED3 E 3\n\t\tHED3 E 3 A_Pain\n\t\tHED3 F 6\n\t\tGoto See\n\tMissile:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"AbaddonBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tHED3 G 8 A_NoBlocking\n\t\tHED3 H 8 A_Scream\n\t\tHED3 IJK 8\n\t\tHED3 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED3 L 8 A_UnSetFloorClip\n\t\tHED3 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR AbaddonBall\n{\n\tSpawnID 221\n\tRadius 6\n\tHeight 8\n\tSpeed 20\n\tDamage 10\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL3 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL3 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Belphegor\n//\n//=================================================================================================\n\nACTOR Belphegor : HellKnight 5008\n{\n\tSpawnID 215\n\tHealth 1500\n\tPainChance 25\n\tSeeSound \"baron/sight\"\n\tPainSound \"baron/pain\"\n\tDeathSound \"baron/death\"\n\tActiveSound \"baron/active\"\n\tObituary \"$OB_BELPHEGOR\"\n\tHitObituary \"$OB_BELPHEGOR_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tBOS3 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tBOS3 AABBCCDD 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tBOS3 H 2\n\t\tBOS3 H 2 A_Pain\n\t\tGoto See\n\tMelee:\n\tMissile:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"BelphegorBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tBOS3 I 8\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 MN 8\n\t\tBOS3 O -1 A_BossDeath\n\t\tStop\n\tRaise:\n\t\tBOS3 ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR BelphegorBall : BaronBall\n{\n\tSpawnID 222\n\tSpeed 20\n}\n\n//=================================================================================================\n//\n// BloodDemon\n//\n//=================================================================================================\n\nACTOR BloodDemon : Demon 5004\n{\n\tSpawnID 156\n\tHealth 300\n\tObituary \"$OB_BLOODDEMON_MELEE\"\n\tStates\n\t{\n\tSpawn:\n\t\tSRG2 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSRG2 AABBCCDD 2 A_Chase\n\t\tLoop\n\tPain:\n\t\tSRG2 H 2\n\t\tSRG2 H 2 A_Pain\n\t\tGoto See\n\tMelee:\n\t\tSRG2 EF 8 A_FaceTarget\n\t\tSRG2 G 8 A_SargAttack\n\t\tGoto See\n\tDeath:\n\t\tSRG2 I 8\n\t\tSRG2 J 8 A_Scream\n\t\tSRG2 K 4\n\t\tSRG2 L 4 A_NoBlocking\n\t\tSRG2 M 4\n\t\tSRG2 N -1\n\t\tStop\n\tRaise:\n\t\tSRG2 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\n//=================================================================================================\n//\n// Hectebus\n//\n//=================================================================================================\n\nACTOR Hectebus : Fatso 5007\n{\n   SpawnID 158\n   Health 1200\n   PainChance 20\n   Obituary \"$OB_HECTEBUS\"\n   States\n   {\n   Spawn:\n      HECT AB 15 A_Look\n      Loop\n   See:\n      HECT AABBCCDDEEFF 4 A_Chase\n      Loop\n   Pain:\n      HECT J 3\n      HECT J 3 A_Pain\n      Goto See\n   Missile:\n      //These Next 2 states replace A_FatRaise and A_HectRaise\n      HECT G 0 A_PlaySound(\"fatso/raiseguns\")\n      HECT G 20 A_FaceTarget\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,16.875,1)\n      HECT H 10 BRIGHT\n      HECT IG 5 A_FaceTarget\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-16.875,1)\n      HECT H 10 BRIGHT\n      HECT IG 5 A_FaceTarget\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-11.25,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,-5.625,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,0,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,5.625,1)\n      HECT H 0 A_CustomMissile(\"HectShot\",28,0,11.25,1)\n      HECT H 10 BRIGHT\n      HECT IG 5 A_FaceTarget\n      Goto See\n   Death:\n      HECT K 6\n      HECT L 6 A_Scream\n      HECT M 6 A_NoBlocking\n      HECT NOPQRS 6\n      HECT T -1\n      Stop\n   Raise:\n      HECT RQPONMLK 5\n      Goto See\n   }\n}\n\nACTOR HectShot : FatShot\n{\n   Speed 22\n   Damage 12\n   States\n   {\n   Spawn:\n      HECF AB 4 BRIGHT\n      Loop\n   Death:\n      HECF C 8 BRIGHT\n      HECF D 6 BRIGHT\n      HECF E 4 BRIGHT\n      Stop\n   }\n}\n\n//=================================================================================================\n//\n// SuperShotgunGuy\n//\n//=================================================================================================\n\nACTOR SuperShotgunGuy 5005\n{\n   Game Doom\n   SpawnID 157\n   Health 120\n   Radius 20\n   Height 56\n   Mass 100\n   Speed 8\n   PainChance 170\n   SeeSound \"chainguy/sight\"\n   PainSound \"chainguy/pain\"\n   DeathSound \"chainguy/death\"\n   ActiveSound \"chainguy/active\"\n   AttackSound \"ssgguy/attack\"\n   MONSTER\n   +FLOORCLIP\n   Obituary \"$OB_SSGGUY\"\n   DropItem \"SuperShotgun\"\n   States\n   {\n      Spawn:\n         GPOS AB 10 A_Look\n         Loop\n      See:\n         GPOS AABBCCDD 4 A_Chase\n         Loop\n      Missile:\n         GPOS E 10 A_FaceTarget\n         GPOS F 8 Bright A_CustomBulletAttack(8, 7, 7, 5, \"BulletPuff\")\n         GPOS E 8\n         Goto See\n      Pain:\n         GPOS G 3\n         GPOS G 3 A_Pain\n         Goto See\n      Death:\n         GPOS H 5\n         GPOS I 5 A_Scream\n         GPOS J 5 A_NoBlocking\n         GPOS KLM 5\n         GPOS N -1\n         Stop\n      XDeath:\n         GPOS O 5\n         GPOS P 5 A_XScream\n         GPOS Q 5 A_NoBlocking\n         GPOS RS 5\n         GPOS T -1\n         Stop\n      Raise:\n         GPOS LKJIH 5\n         Goto See\n   }\n}\n//=================================================================================================\n//\n// Items\n//\n//=================================================================================================\n\n//=================================================================================================\n//\n// Red armor spawner\n//\n//=================================================================================================\n\nACTOR RedArmorSpot : CustomPickupInvasionSpot 5237\n{\n\tGame Doom\n\tDropItem \"RedArmor\"\n}\n\n//=================================================================================================\n//\n// Monsters\n//\n//=================================================================================================\n\n//=================================================================================================\n//\n// Weak monster spawner\n//\n//=================================================================================================\n\nACTOR WeakMonsterSpot : CustomMonsterInvasionSpot replaces WeakDoomMonsterSpot\n{\n\tGame Doom\n\tDropItem \"ZombieMan\"\n\tDropItem \"ShotgunGuy\"\n\tDropItem \"DoomImp\"\n\tDropItem \"DarkImp\"\n\tDropItem \"Demon\"\n\tDropItem \"BloodDemon\"\n\tDropItem \"LostSoul\"\n}\n\n//=================================================================================================\n//\n// Powerful monster spawner\n//\n//=================================================================================================\n\nACTOR PowerfulMonsterSpot : CustomMonsterInvasionSpot replaces PowerfulDoomMonsterSpot\n{\n\tGame Doom\n\tDropItem \"ChaingunGuy\"\n\tDropItem \"SuperShotgunGuy\"\n\tDropItem \"Cacodemon\"\n\tDropItem \"Cacolantern\"\n\tDropItem \"Revenant\"\n\tDropItem \"HellKnight\"\n\tDropItem \"BaronOfHell\"\n\tDropItem \"Arachnotron\"\n\tDropItem \"Fatso\"\n\tDropItem \"PainElemental\"\n}\n\n//=================================================================================================\n//\n// Very powerful monster spawner\n//\n//=================================================================================================\n\nACTOR VeryPowerfulMonsterSpot : CustomMonsterInvasionSpot replaces VeryPowerfulDoomMonsterSpot\n{\n\tGame Doom\n\tDropItem \"Abaddon\"\n\tDropItem \"Hectebus\"\n\tDropItem \"Belphegor\"\n\tDropItem \"Archvile\"\n}\n\n//=================================================================================================\n//\n// Any monster spawner\n//\n//=================================================================================================\n\nACTOR AnyMonsterSpot : CustomMonsterInvasionSpot replaces AnyDoomMonsterSpot\n{\n\tGame Doom\n\tDropItem \"DoomImp\"\n\tDropItem \"DarkImp\"\n\tDropItem \"Demon\"\n\tDropItem \"Spectre\"\n\tDropItem \"BloodDemon\"\n\tDropItem \"ZombieMan\"\n\tDropItem \"ShotgunGuy\"\n\tDropItem \"ChaingunGuy\"\n\tDropItem \"SuperShotgunGuy\"\n\tDropItem \"Cacodemon\"\n\tDropItem \"Cacolantern\"\n\tDropItem \"Abaddon\"\n\tDropItem \"Revenant\"\n\tDropItem \"Fatso\"\n\tDropItem \"Hectebus\"\n\tDropItem \"Arachnotron\"\n\tDropItem \"HellKnight\"\n\tDropItem \"BaronOfHell\"\n\tDropItem \"Belphegor\"\n\tDropItem \"LostSoul\"\n\tDropItem \"PainElemental\"\n\tDropItem \"Cyberdemon\"\n\tDropItem \"SpiderMastermind\"\n\tDropItem \"Archvile\"\n}\n\n//=================================================================================================\n//\n// Dark imp spawner\n//\n//=================================================================================================\n\nACTOR DarkImpSpot : CustomMonsterInvasionSpot 5206\n{\n\tGame Doom\n\tDropItem \"DarkImp\"\n}\n\n//=================================================================================================\n//\n// Blood demon spawner\n//\n//=================================================================================================\n\nACTOR BloodDemonSpot : CustomMonsterInvasionSpot 5209\n{\n\tGame Doom\n\tDropItem \"BloodDemon\"\n}\n\n//=================================================================================================\n//\n// Super shotgun guy spawner\n//\n//=================================================================================================\n\nACTOR SuperShotgunGuySpot : CustomMonsterInvasionSpot 5213\n{\n\tGame Doom\n\tDropItem \"SuperShotgunGuy\"\n}\n\n//=================================================================================================\n//\n// Cacolantern spawner\n//\n//=================================================================================================\n\nACTOR CacolanternSpot : CustomMonsterInvasionSpot 5215\n{\n\tGame Doom\n\tDropItem \"Cacolantern\"\n}\n\n//=================================================================================================\n//\n// Abaddon spawner\n//\n//=================================================================================================\n\nACTOR AbaddonSpot : CustomMonsterInvasionSpot 5216\n{\n\tGame Doom\n\tDropItem \"Abaddon\"\n}\n\n//=================================================================================================\n//\n// Hectebus spawner\n//\n//=================================================================================================\n\nACTOR HectebusSpot : CustomMonsterInvasionSpot 5219\n{\n\tGame Doom\n\tDropItem \"Hectebus\"\n}\n\n//=================================================================================================\n//\n// Belphegor spawner\n//\n//=================================================================================================\n\nACTOR BelphegorSpot : CustomMonsterInvasionSpot 5223\n{\n\tGame Doom\n\tDropItem \"Belphegor\"\n}\n\n//=================================================================================================\n//\n// Weapons\n//\n//=================================================================================================\n\n//=================================================================================================\n//\n// Minigun spawner\n//\n//=================================================================================================\n\nACTOR MinigunSpot : CustomWeaponInvasionSpot 5271\n{\n\tGame Doom\n\tDropItem \"Minigun\"\n}\n\n//=================================================================================================\n//\n// Grenade launcher spawner\n//\n//=================================================================================================\n\nACTOR GrenadeLauncherSpot : CustomWeaponInvasionSpot 5273\n{\n\tGame Doom\n\tDropItem \"GrenadeLauncher\"\n}\n\n//=================================================================================================\n//\n// Railgun spawner\n//\n//=================================================================================================\n\nACTOR RailgunSpot : CustomWeaponInvasionSpot 5275\n{\n\tGame Doom\n\tDropItem \"Railgun\"\n}\n\n//=================================================================================================\n//\n// BFG10K spawner\n//\n//=================================================================================================\n\nACTOR BFG10KSpot : CustomWeaponInvasionSpot 5277\n{\n\tGame Doom\n\tDropItem \"BFG10K\"\n}\n\n//=================================================================================================\n//\n// Imp statue\n//\n//=================================================================================================\n\nACTOR ImpStatue 5110\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 20\n\tHeight 56\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tSTA1 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Demon statue\n//\n//=================================================================================================\n\nACTOR DemonStatue 5111\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 30\n\tHeight 56\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tSTA2 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Arch-vile statue\n//\n//=================================================================================================\n\nACTOR ArchvileStatue 5112\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 20\n\tHeight 56\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tSTA3 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Baron statue\n//\n//=================================================================================================\n\nACTOR BaronStatue 5113\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 24\n\tHeight 64\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tSTA4 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Cyberdemon statue\n//\n//=================================================================================================\n\nACTOR CyberdemonStatue 5114\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 40\n\tHeight 110\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tSTA5 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Massmouth statue\n//\n//=================================================================================================\n\nACTOR MassmouthStatue 5115\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tRadius 24\n\tHeight 64\n\tXScale 0.5\n\tYScale 0.5\n\t+SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tSTA6 A -1\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// Minigun\n//\n//=================================================================================================\n\nACTOR Minigun : Weapon 5014\n{\n\tGame Doom\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 20\n\tWeapon.AmmoUse 1\n\tWeapon.Selectionorder 700\n\tWeapon.Kickback 100\n\tInventory.PickupMessage \"$PICKUP_MINIGUN\"\n\tObituary \"$OB_MINIGUN\"\n\tAttackSound \"weapons/minigun\"\n\tSpawnID 214\n\tRadius 20\n\tHeight 16\n\tStates\n\t{\n\tSpawn:\n\t\tMNGN A -1\n\t\tLoop\n\tReady:\n\t\tMNGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tMNGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tMNGG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tMNGG A 0 A_GunFlash\n\t\tMNGG A 2 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\tMNGG B 2 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t\tMNGG A 2 A_ReFire\n\t\tMNGG B 2\n\t\tMNGG A 4\n\t\tMNGG B 4\n\t\tMNGG A 8\n\t\tMNGG B 8\n\t\tgoto Ready\n\tFlash:\n\t\tMNGF A 3 BRIGHT A_Light1\n\t\tMNGF B 3 BRIGHT A_Light0\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// RailGun\n//\n//=================================================================================================\n\nACTOR RailGun : doomweapon 5012\n{\n\tGame Doom\n\tSpawnID 164\n\tRadius 20\n\tHeight 16\n\tWeapon.SlotNumber 6\n\tWeapon.Selectionorder 100\n\tWeapon.AmmoUse 10\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\tInventory.Pickupmessage \"$PICKUP_RAILGUN\"\n\tObituary \"$OB_RAILGUN\"\n\tStates\n\t{\n\tReady:\n\t\tRLGG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tRLGG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tRLGG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tRLGG E 12 A_FireRailgun\n\t\tRLGG F 6 A_CheckRailReload\n\t\tRLGG G 6\n\t\tRLGG H 6\n\t\tRLGG I 6\n\t\tRLGG J 6\n\t\tRLGG K 6\n\t\tRLGG L 6\n\t\tRLGG A 6\n\t\tRLGG M 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 5 bright A_Light1\n\t\tTNT1 A 5 bright A_Light2\n\t\tTNT1 A 0 bright A_Light0\n\t\tGoto LightDone\n\tSpawn:\n\t\tRAIL A -1\n\t\tstop\n\t}\n}\n\n//=================================================================================================\n//\n// BFG10K\n//\n//=================================================================================================\n\nACTOR BFG10K : DoomWeapon 5013\n{\n\tGame Doom\n\tSpawnID 165\n\tRadius 20\n\tHeight 20\n\tWeapon.Selectionorder 2800\n\tWeapon.AmmoUse 5\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\tWeapon.Kickback 100\n\tInventory.Pickupmessage \"$PICKUP_BFG10K\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOLMS\n\tStates\n\t{\n\tSpawn:\n\t\tBFG2 A -1\n\t\tstop\n\tReady:\n\t\tBG2G A 0 A_PlaySound (\"weapons/bfg10kidle\")\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G A 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G B 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G C 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tBG2G D 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tBG2G E 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tBG2G E 1 A_Raise\n\t\tloop\n\tFire:\n\t\tBG2G E 20 A_PlaySound (\"weapons/bfg10kf\")\n\t\tBG2G F 4\n\t\tBG2G G 1\n\t\tBG2G H 1\n\t\tBG2G I 1\n\t\tBG2G J 1\n\t\tgoto Hold\n\tHold:\n\t\tBG2G K 2 A_GunFlash\n\t\tBG2G L 2 A_FireBullets(0,0,1,0,\"BFG10kShot\")\n\t\tBG2G M 2\n\t\tBG2G N 0 A_ReFire\n\t\tBG2G O 35 A_PlaySound (\"weapons/bfg10kcool\")\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 2 bright A_Light1\n\t\tTNT1 A 3 bright\n\t\tGoto LightDone\n\t\tstop\n\t}\n}\n\n//=================================================================================================\n//\n// BFG10K explosive shot\n//\n//=================================================================================================\n\nACTOR BFG10kShot\n{\n\tGame Doom\n\tSpawnID 217\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 160\n\tDamageType BFG10k\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+NOTELEPORT\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+FORCERADIUSDMG\n\tRenderstyle Add\n\tAlpha 0.75\n\tSeeSound \"weapons/bfg10kx\"\n\tAttackSound \"weapons/bfg10kx\"\n\tObituary \"$OB_BFG10K\"\n\tStates\n\t{\n\tSpawn:\n\t\tBFE1 A 0 bright\n\t\tBFE1 A 3 bright A_Detonate\n\t\tBFE1 BCDEF 3 bright\n\t\tStop\n\t}\n}\n\n//=================================================================================================\n//\n// GrenadeLauncher\n//\n//=================================================================================================\n\nACTOR GrenadeLauncher : DoomWeapon 5011\n{\n\tGame Doom\n\tSpawnID 163\n\tRadius 20\n\tHeight 16\n\tWeapon.Selectionorder 2500\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 2\n\tWeapon.AmmoType \"RocketAmmo\"\n\tWeapon.Kickback 100\n\tInventory.PickupMessage \"$PICKUP_GRENADELAUNCHER\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tGLAU A -1\n\t\tstop\n\tReady:\n\t\tGRLG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tGRLG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tGRLG A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tGRLG B 8 A_GunFlash\n\t\tGRLG B 12 A_FireCustomMissile ( \"Grenade\", 0, 1, 0, 0, 0, 6.328125 )\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tGRLF A\t3 bright A_Light1\n\t\tGRLF B\t4 bright\n\t\tGRLF C 4 bright A_Light2\n\t\tGRLF D 4 bright A_Light2\n\t\tGoto LightDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "animdefs.txt",
        "contents": "// [SP] Duel surge compatibilty\nwarp2 texture HYWATER\nwarp2 texture HYNUKE\n\n// [BC] Some new switches for Skulltag.\nswitch SW1STNE1 on pic SW2STNE1 tics 0\nswitch SW1STNE2 on pic SW2STNE2 tics 0\nswitch SW1SKUL2 on pic SW2SKUL2 tics 0\n\n// [BC] And here we have a boatload of new animations for ST.\ntexture bluelava\n\tpic bluelava tics 8\n\tpic bluelav2 tics 8\n\ntexture firewal2\n\tpic firewal2 tics 8\n\tpic firewalc tics 8\n\tpic firewald tics 8\n\ntexture lavfall1\n\tpic lavfall1 tics 8\n\tpic lavfall2 tics 8\n\tpic lavfall3 tics 8\n\tpic lavfall4 tics 8\n\nflat fan1\n\tpic fan1 tics 1\n\tpic fan2 tics 1\n\tpic fan3 tics 1\n\tpic fan4 tics 1\n\nflat flava1\n\tpic flava1 tics 8\n\tpic flava2 tics 8\n\nflat bwater1\n\tpic bwater1 tics 8\n\tpic bwater2 tics 8\n\tpic bwater3 tics 8\n\tpic bwater4 tics 8\n\nflat blblood1\n\tpic blblood1 tics 8\n\tpic blblood2 tics 8\n\tpic blblood3 tics 8\n\ntexture bbfall1\n\tpic bbfall1 tics 8\n\tpic bbfall2 tics 8\n\tpic bbfall3 tics 8\n\tpic bbfall4 tics 8\n\ntexture gstfont4\n\tpic gstfont4 tics 8\n\tpic gstfont5 tics 8\n\tpic gstfont6 tics 8\n\ntexture cacbbl1\n\tpic cacbbl1 tics 8\n\tpic cacbbl2 tics 8\n\tpic cacbbl3 tics 8\n\ntexture cacrbl1\n\tpic cacrbl1 tics 8\n\tpic cacrbl2 tics 8\n\tpic cacrbl3 tics 8\n\ntexture snuke1\n\tpic snuke1 tics 8\n\tpic snuke2 tics 8\n\tpic snuke3 tics 8\n\nflat granuke1\n\tpic granuke1 tics 8\n\tpic granuke2 tics 8\n\tpic granuke3 tics 8\n\ntexture telr1\n\tpic telr1 tics 5\n\tpic telr2 tics 5\n\tpic telr3 tics 5\n\tpic telr4 tics 5\n\tpic telr5 tics 5\n\tpic telr6 tics 5\n\tpic telr7 tics 5\n\tpic telr8 tics 5\n\tpic telr9 tics 5\n\nwarp flat e1sky1\nwarp flat e3sky1\nwarp flat wslime01\nwarp flat wblood1\nwarp flat wfwater1\nwarp flat wsflr6_4\nwarp texture wsksnak2\nwarp texture wsky2\nwarp texture warpface\nwarp flat wqlava\n\ncameratexture\tcamtx64 \t384 384\t\tfit\t64 64\ncameratexture\tcamtx128\t384 384\t\tfit\t128 128\ncameratexture \tCAMTEX1 \t640 480 \tfit \t128 72\n\n// [BB] Turbosphere inventory icon\ntexture optional ARTITU1\npic ARTITU1 tics 3\npic ARTITU2 tics 3\npic ARTITU3 tics 3\npic ARTITU4 tics 3"
      },
      {
        "source": "pk3",
        "name": "textures.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Thu Dec 31 13:50:20 2015\n\nGraphic BFLASMAL, 28, 46\n{\n\tOffset 14, 42\n\tPatch SFLSA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[0,0,131]:[0,0,35]\", \"230:238=[0,0,35]:[0,0,131]\", \"56:64=[0,0,35]:[0,0,131]\", \"43:51=[0,0,131]:[0,0,35]\", \"131:141=[0,0,131]:[0,0,35]\"\n\t}\n}\n\nGraphic STFLA1, 6, 7\n{\n\tPatch STFLA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[0,0,131]:[0,0,35]\", \"230:238=[0,0,35]:[0,0,131]\", \"56:64=[0,0,35]:[0,0,131]\", \"43:51=[0,0,131]:[0,0,35]\", \"131:141=[0,0,131]:[0,0,35]\"\n\t}\n}\n\nGraphic RFLASMAL, 28, 46\n{\n\tOffset 14, 42\n\tPatch SFLSA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[127,0,0]:[67,0,0]\", \"230:238=[67,0,0]:[127,0,0]\", \"56:64=[67,0,0]:[127,0,0]\", \"43:51=[127,0,0]:[67,0,0]\", \"131:141=[127,0,0]:[67,0,0]\"\n\t}\n}\n\nGraphic STFLA2, 6, 7\n{\n\tPatch STFLA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[127,0,0]:[67,0,0]\", \"230:238=[67,0,0]:[127,0,0]\", \"56:64=[67,0,0]:[127,0,0]\", \"43:51=[127,0,0]:[67,0,0]\", \"131:141=[127,0,0]:[67,0,0]\"\n\t}\n}\n\nGraphic WFLASMAL, 28, 46\n{\n\tOffset 14, 42\n\tPatch SFLSA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[231,231,231]:[167,167,167]\", \"230:238=[167,167,167]:[231,231,231]\", \"56:64=[167,167,167]:[231,231,231]\", \"43:51=[231,231,231]:[167,167,167]\", \"131:141=[231,231,231]:[167,167,167]\"\n\t}\n}\n\nGraphic STFLA3, 6, 7\n{\n\tPatch STFLA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[231,231,231]:[167,167,167]\", \"230:238=[167,167,167]:[231,231,231]\", \"56:64=[167,167,167]:[231,231,231]\", \"43:51=[231,231,231]:[167,167,167]\", \"131:141=[231,231,231]:[167,167,167]\"\n\t}\n}\n\nSprite GFLAA0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLAB0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAB0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLAC0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAC0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLAD0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAD0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLAE0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAE0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLAF0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAF0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLSA0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLSB0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSB0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLSC0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSC0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLSD0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSD0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLSE0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSE0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite GFLSF0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSF0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nGraphic GFLASMAL, 28, 46\n{\n\tOffset 14, 42\n\tPatch SFLSA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nGraphic STFLA4, 6, 7\n{\n\tPatch STFLA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[67,147,55]:[23,51,15]\", \"230:238=[23,51,15]:[67,147,55]\", \"56:64=[23,51,15]:[67,147,55]\", \"43:51=[67,147,55]:[23,51,15]\", \"131:141=[67,147,55]:[23,51,15]\"\n\t}\n}\n\nSprite YFLAA0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLAB0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAB0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLAC0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAC0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLAD0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAD0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLAE0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAE0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLAF0, 37, 61\n{\n\tOffset 18, 60\n\tPatch SFLAF0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLSA0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLSB0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSB0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLSC0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSC0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLSD0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSD0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLSE0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSE0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nSprite YFLSF0, 28, 46\n{\n\tOffset 14, 45\n\tPatch SFLSF0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nGraphic YFLASMAL, 28, 46\n{\n\tOffset 14, 42\n\tPatch SFLSA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nGraphic STFLA5, 6, 7\n{\n\tPatch STFLA0, 0, 0\n\t{\n\t\tTranslation \"154:159=[255,255,0]:[135,67,0]\", \"230:238=[135,67,0]:[255,255,0]\", \"56:64=[135,67,0]:[255,255,0]\", \"43:51=[255,255,0]:[135,67,0]\", \"131:141=[255,255,0]:[135,67,0]\"\n\t}\n}\n\nGraphic ARTITU1, 32, 32\n{\n\tOffset 8, 14\n\tPatch TURBA0, 0, 0\n}\n\nGraphic ARTITU2, 32, 32\n{\n\tOffset 8, 14\n\tPatch TURBB0, 0, 0\n}\n\nGraphic ARTITU3, 32, 32\n{\n\tOffset 8, 14\n\tPatch TURBC0, 0, 0\n}\n\nGraphic ARTITU4, 32, 32\n{\n\tOffset 8, 14\n\tPatch TURBD0, 0, 0\n}\n\nTexture N_ICE01, 128, 128\n{\n\tPatch N_ICE01, 0, 0\n}\n\nSprite ARM3A0, 31, 17\n{\n\tOffset 15, 17\n\tPatch ARM1A0, 0, 0\n\t{\n\t\tTranslation \"113:124=176:191\", \"125:125=2:2\", \"126:127=247:247\"\n\t}\n}\n\nSprite ARM3B0, 31, 17\n{\n\tOffset 15, 17\n\tPatch ARM1B0, 0, 0\n\t{\n\t\tTranslation \"113:124=176:191\", \"125:125=2:2\", \"126:127=247:247\"\n\t}\n}\n\nSprite BON3A0, 14, 18\n{\n\tOffset 7, 14\n\tPatch BON1A0, 0, 0\n\t{\n\t\tTranslation \"201:207=180:187\", \"197:200=173:179\", \"240:246=188:191\", \"244:246=191:191\", \"6:6=191:191\", \"247:247=190:190\", \"9:12=1:2\"\n\t}\n}\n\nSprite BON3B0, 14, 18\n{\n\tOffset 7, 14\n\tPatch BON1B0, 0, 0\n\t{\n\t\tTranslation \"201:207=180:187\", \"197:200=173:179\", \"240:246=188:191\", \"244:246=191:191\", \"6:6=191:191\", \"247:247=190:190\", \"9:12=1:2\"\n\t}\n}\n\nSprite BON3C0, 14, 18\n{\n\tOffset 7, 14\n\tPatch BON1C0, 0, 0\n\t{\n\t\tTranslation \"201:207=180:187\", \"197:200=173:179\", \"240:246=188:191\", \"244:246=191:191\", \"6:6=191:191\", \"247:247=190:190\", \"9:12=1:2\"\n\t}\n}\n\nSprite BON3D0, 14, 18\n{\n\tOffset 7, 14\n\tPatch BON1D0, 0, 0\n\t{\n\t\tTranslation \"201:207=180:187\", \"197:200=173:179\", \"240:246=188:191\", \"244:246=191:191\", \"6:6=191:191\", \"247:247=190:190\", \"9:12=1:2\"\n\t}\n}\n\nSprite BON4A0, 16, 15\n{\n\tOffset 7, 13\n\tPatch BON2A0, 0, 0\n\t{\n\t\tTranslation \"117:122=200:207\", \"123:127=241:247\"\n\t}\n}\n\nSprite BON4B0, 16, 15\n{\n\tOffset 7, 13\n\tPatch BON2B0, 0, 0\n\t{\n\t\tTranslation \"117:122=200:207\", \"123:127=241:247\"\n\t}\n}\n\nSprite BON4C0, 16, 15\n{\n\tOffset 7, 13\n\tPatch BON2C0, 0, 0\n\t{\n\t\tTranslation \"117:122=200:207\", \"123:127=241:247\"\n\t}\n}\n\nSprite BON4D0, 16, 15\n{\n\tOffset 7, 13\n\tPatch BON2D0, 0, 0\n\t{\n\t\tTranslation \"117:122=200:207\", \"123:127=241:247\"\n\t}\n}\n\nSprite TLP3A0, 23, 80\n{\n\tOffset 11, 77\n\tPatch TLMPA0, 0, 0\n\t{\n\t\tTranslation \"192:200=168:178\"\n\t}\n}\n\nSprite TLP3B0, 23, 80\n{\n\tOffset 11, 77\n\tPatch TLMPB0, 0, 0\n\t{\n\t\tTranslation \"192:200=168:178\"\n\t}\n}\n\nSprite TLP3C0, 23, 80\n{\n\tOffset 11, 77\n\tPatch TLMPC0, 0, 0\n\t{\n\t\tTranslation \"192:200=168:178\"\n\t}\n}\n\nSprite TLP3D0, 23, 80\n{\n\tOffset 11, 77\n\tPatch TLMPD0, 0, 0\n\t{\n\t\tTranslation \"192:200=168:178\"\n\t}\n}\n\nSprite TLP4A0, 21, 60\n{\n\tOffset 10, 57\n\tPatch TLP2A0, 0, 0\n\t{\n\t\tTranslation \"192:200=168:178\", \"201:207=179:191\"\n\t}\n}\n\nSprite TLP4B0, 21, 60\n{\n\tOffset 10, 57\n\tPatch TLP2B0, 0, 0\n\t{\n\t\tTranslation \"192:200=168:178\", \"201:207=179:191\"\n\t}\n}\n\nSprite TLP4C0, 21, 60\n{\n\tOffset 10, 57\n\tPatch TLP2C0, 0, 0\n\t{\n\t\tTranslation \"192:200=168:178\", \"201:207=179:191\"\n\t}\n}\n\nSprite TLP4D0, 21, 60\n{\n\tOffset 10, 57\n\tPatch TLP2D0, 0, 0\n\t{\n\t\tTranslation \"192:200=168:178\", \"201:207=179:191\"\n\t}\n}\n\nSprite TWHIA0, 26, 96\n{\n\tOffset 14, 92\n\tPatch TGRNA0, 0, 0\n\t{\n\t\tTranslation \"112:127=80:111\"\n\t}\n}\n\nSprite TWHIB0, 26, 91\n{\n\tOffset 14, 87\n\tPatch TGRNB0, 0, 0\n\t{\n\t\tTranslation \"112:127=80:111\"\n\t}\n}\n\nSprite TWHIC0, 26, 91\n{\n\tOffset 14, 87\n\tPatch TGRNC0, 0, 0\n\t{\n\t\tTranslation \"112:127=80:111\"\n\t}\n}\n\nSprite TWHID0, 26, 97\n{\n\tOffset 14, 93\n\tPatch TGRND0, 0, 0\n\t{\n\t\tTranslation \"112:127=80:111\"\n\t}\n}\n\nSprite TYELA0, 26, 96\n{\n\tOffset 14, 92\n\tPatch TGRNA0, 0, 0\n\t{\n\t\tTranslation \"112:127=160:167\"\n\t}\n}\n\nSprite TYELB0, 26, 91\n{\n\tOffset 14, 87\n\tPatch TGRNB0, 0, 0\n\t{\n\t\tTranslation \"112:127=160:167\"\n\t}\n}\n\nSprite TYELC0, 26, 91\n{\n\tOffset 14, 87\n\tPatch TGRNC0, 0, 0\n\t{\n\t\tTranslation \"112:127=160:167\"\n\t}\n}\n\nSprite TYELD0, 26, 97\n{\n\tOffset 14, 93\n\tPatch TGRND0, 0, 0\n\t{\n\t\tTranslation \"112:127=160:167\"\n\t}\n}\n\nSprite SMWTA0, 17, 73\n{\n\tOffset 10, 72\n\tPatch SMGTA0, 0, 0\n\t{\n\t\tTranslation \"112:127=80:111\"\n\t}\n}\n\nSprite SMWTB0, 17, 68\n{\n\tOffset 10, 67\n\tPatch SMGTB0, 0, 0\n\t{\n\t\tTranslation \"112:127=80:111\"\n\t}\n}\n\nSprite SMWTC0, 17, 67\n{\n\tOffset 10, 67\n\tPatch SMGTC0, 0, 0\n\t{\n\t\tTranslation \"112:127=80:111\"\n\t}\n}\n\nSprite SMWTD0, 17, 74\n{\n\tOffset 10, 73\n\tPatch SMGTD0, 0, 0\n\t{\n\t\tTranslation \"112:127=80:111\"\n\t}\n}\n\nSprite SMYTA0, 17, 73\n{\n\tOffset 10, 72\n\tPatch SMGTA0, 0, 0\n\t{\n\t\tTranslation \"112:127=160:167\"\n\t}\n}\n\nSprite SMYTB0, 17, 68\n{\n\tOffset 10, 67\n\tPatch SMGTB0, 0, 0\n\t{\n\t\tTranslation \"112:127=160:167\"\n\t}\n}\n\nSprite SMYTC0, 17, 67\n{\n\tOffset 10, 67\n\tPatch SMGTC0, 0, 0\n\t{\n\t\tTranslation \"112:127=160:167\"\n\t}\n}\n\nSprite SMYTD0, 17, 74\n{\n\tOffset 10, 73\n\tPatch SMGTD0, 0, 0\n\t{\n\t\tTranslation \"112:127=160:167\"\n\t}\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "terrain.txt",
        "contents": "// [SP] Duel surge compatibility...\nterrain HyWater\n{\n\tfootclip\t\t4\n\tliquid\n}\n\nfloor HYWATER HyWater\nfloor HYNUKE HyWater"
      },
      {
        "source": "pk3",
        "name": "iopshit.txt",
        "contents": "/////////////////////\n// Suicide Bomber ///\n// by Tormentor667 //\n/////////////////////\n\nactor SuicideBomberMG 22991\n{\n  obituary \"%o was killed by a crazy suicide bomber.\"\n  health 40\n  radius 20\n  height 56\n  mass 1\n  speed 10\n  painchance 255\n  seesound \"suicide/sit\"\n  attacksound \"shotguy/death\"\n  painsound \"shotguy/pain\"\n  deathsound \"shotguy/death\"\n  MONSTER\n  +LOOKALLAROUND\n  states\n  {\n  Spawn:\n    BMBE AB 10 A_Look\n    loop\n  See:\n    BMBE AAABBBCCCDDD 2 A_Chase\n    BMBE A 0 A_PlaySound(\"suicide/scream\")\n    loop\n  Melee:\n    BMBE A 0 A_PlaySound(\"suicide/scream\")\n    BMBE AAAAAA 2\n    BMBE A 0 A_Die\n    stop\n  Pain:\n    BMBE A 2 A_ClearTarget\n\tBMBE AABBBCCCDDDAABBBCCCDDDAABBBCCCDDD 2 A_Wander\n    BMBE A 3 A_Pain\n    goto See\n  Death:\n    BMBE AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n    BMBE M 0 bright A_Explode (175, 128)\n    BMBE M 5 bright A_PlaySound (\"weapons/rocklx\")\n    BMBE N 5 bright A_XScream\n    BMBE O 5 A_NoBlocking\n    BMBE PQRST 5\n    BMBE U -1\n    stop\n  }\n}\n\nactor SuicideBomberMGFast 22992\n{\n  obituary \"%o was killed by a fast, crazy suicide bomber.\"\n  health 30\n  radius 17\n  height 46\n  mass 1\n  speed 17\n  scale 0.7\n  painchance 255\n  seesound \"suicide/sit\"\n  attacksound \"shotguy/death\"\n  painsound \"shotguy/pain\"\n  deathsound \"shotguy/death\"\n  MONSTER\n  +FLOORCLIP\n  +LOOKALLAROUND\n  states\n  {\n  Spawn:\n    BMBE AB 10 A_Look\n    loop\n  See:\n    BMBE AABBCCDD 2 A_Chase\n    BMBE A 0 A_PlaySound(\"suicide/scream\")\n    loop\n  Melee:\n    BMBE A 0 A_PlaySound(\"suicide/scream\")\n    BMBE AAA 2\n    BMBE A 0 A_Die\n    stop\n  Pain:\n    BMBE A 2 A_ClearTarget\n\tBMBE AABBCCDDAABBCCDDAABBCCDD 2 A_Wander\n    BMBE A 3 A_Pain\n    goto See\n  Death:\n    BMBE AAAAAAAAAAAAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n    BMBE M 0 bright A_Explode (100, 128)\n    BMBE M 5 bright A_PlaySound (\"weapons/rocklx\")\n    BMBE N 5 bright A_XScream\n    BMBE O 5 A_NoBlocking\n    BMBE PQRST 5\n    BMBE U -1\n    stop\n  }\n}\n\nactor SuicideBomberMGBig 22993\n{\n  obituary \"%o was killed by a Huge, crazy suicide bomber.\"\n  health 100\n  radius 20\n  height 128\n  mass 1\n  speed 7\n  scale 2.0\n  painchance 255\n  seesound \"suicide/sit\"\n  attacksound \"shotguy/death\"\n  painsound \"shotguy/pain\"\n  deathsound \"shotguy/death\"\n  MONSTER\n  +FLOORCLIP\n  +LOOKALLAROUND\n  states\n  {\n  Spawn:\n    BMBE AB 10 A_Look\n    loop\n  See:\n    BMBE AAABBBCCCDDD 2 A_Chase\n    BMBE A 0 A_PlaySound(\"suicide/scream\")\n    loop\n  Melee:\n    BMBE A 0 A_PlaySound(\"suicide/scream\")\n    BMBE AAAA 2\n    BMBE A 0 A_Die\n    stop\n  Pain:\n    BMBE A 2 A_ClearTarget\n    BMBE AABBCCDDAABBCCDDAABBCCDD 2 A_Wander\n    BMBE A 3 A_Pain\n    goto See\n  Death:\n    BMBE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n    BMBE M 0 bright A_Explode (250, 170)\n    BMBE M 5 bright A_PlaySound (\"weapons/rocklx\")\n    BMBE N 5 bright A_XScream\n    BMBE O 5 A_NoBlocking\n    BMBE PQRST 5\n    BMBE U -1\n    stop\n  }\n}\n\nACTOR PersonSpawner 22307\n{\n  Game Doom\n  Radius 1\n  Height 1\n  States\n  {\n  Spawn:\n    TNT1 A 1 bright\n\tGoto Death\n  Death:\n    TNT1 A 1 A_Jump ( 128, \"D1\", \"D2\", \"D3\", \"D4\", \"D5\", \"D6\", \"D7\", \"D8\", \"D9\", \"D10\", \"D11\", \"D12\")\n\tStop\n\n  D1:\n    TNT1 A 1 A_SpawnItem(\"Person1\", 0,0)\n\tStop\n  D2:\n    TNT1 A 1 A_SpawnItem(\"Person2\", 0,0)\n\tStop\n  D3:\n    TNT1 A 1 A_SpawnItem(\"Person3\", 0,0)\n\tStop\n  D4:\n    TNT1 A 1 A_SpawnItem(\"Person4\", 0,0)\n\tStop\n  D5:\n    TNT1 A 1 A_SpawnItem(\"Person5\", 0,0)\n\tStop\n  D6:\n    TNT1 A 1 A_SpawnItem(\"Person6\", 0,0)\n\tStop\n  D7:\n    TNT1 A 1 A_SpawnItem(\"Person7\", 0,0)\n\tStop\n  D8:\n    TNT1 A 1 A_SpawnItem(\"Person8\", 0,0)\n\tStop\n  D9:\n    TNT1 A 1 A_SpawnItem(\"Person9\", 0,0)\n\tStop\n  D10:\n    TNT1 A 1 A_SpawnItem(\"Person10\", 0,0)\n\tStop\n  D11:\n    TNT1 A 1 A_SpawnItem(\"Person11\", 0,0)\n\tStop\n  D12:\n    TNT1 A 1 A_SpawnItem(\"Person12\", 0,0)\n\tStop\n  }\n}\n\nACTOR Person12 22306\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    PLY2 A 10 A_Look\n    loop\n  See:\n    PLY2 ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    PLY2 EF 8 A_FaceTarget\n    PLY2 G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    PLY2 H 2\n    PLY2 H 2 A_Pain\n    goto See\n  Death:\n    PLY2 H 5 A_CustomMissile(\"PersonKill\",48,0)\n    PLY2 I 5 A_Scream\n    PLY2 JKL 3\n    PLY2 M 6 A_NoBlocking\n    PLY2 N -1\n    stop\n  XDeath:\n    PLY2 O 5 A_CustomMissile(\"PersonKill\",48,0)\n    PLY2 P 5 A_XScream\n    PLY2 QRS 5\n    PLY2 T 5 A_NoBlocking\n    PLY2 UV 5\n    PLY2 V -1\n    stop\n  Raise:\n    PLY2 VU 8\n    PLY2 TSRQPO 6\n    goto See\n  }\n}\n\nACTOR Person11 22305\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    PLAY A 10 A_Look\n    loop\n  See:\n    PLAY ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    PLAY EF 8 A_FaceTarget\n    PLAY G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    NPLA H 2\n    NPLA H 2 A_Pain\n    goto See\n  Death:\n    PLAY H 5 A_CustomMissile(\"PersonKill\",48,0)\n    PLAY I 5 A_Scream\n    PLAY JKL 3\n    PLAY M 6 A_NoBlocking\n    PLAY N -1\n    stop\n  XDeath:\n    PLAY O 5 A_CustomMissile(\"PersonKill\",48,0)\n    PLAY P 5 A_XScream\n    PLAY QRS 5\n    PLAY T 5 A_NoBlocking\n    PLAY UV 5\n    PLAY V -1\n    stop\n  Raise:\n    PLAY VU 8\n    PLAY TSRQPO 6\n    goto See\n  }\n}\n\nACTOR Person10 22304\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    CHMA A 10 A_Look\n    loop\n  See:\n    CHMA ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    CHMA EF 8 A_FaceTarget\n    CHMA G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    CHMA H 2\n    CHMA H 2 A_Pain\n    goto See\n  Death:\n    CHMA H 5 A_CustomMissile(\"PersonKill\",48,0)\n    CHMA I 5 A_Scream\n    CHMA JKL 3\n    CHMA M 6 A_NoBlocking\n    CHMA N -1\n    stop\n  XDeath:\n    CHMA O 5 A_CustomMissile(\"PersonKill\",48,0)\n    CHMA P 5 A_XScream\n    CHMA QRS 5\n    CHMA T 5 A_NoBlocking\n    CHMA UV 5\n    CHMA V -1\n    stop\n  Raise:\n    CHMA VU 8\n    CHMA TSRQPO 6\n    goto See\n  }\n}\n\nACTOR Person9 22303\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    CHUB A 10 A_Look\n    loop\n  See:\n    CHUB ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    CHUB EF 8 A_FaceTarget\n    CHUB G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    CHUB H 2\n    CHUB H 2 A_Pain\n    goto See\n  Death:\n    CHUB H 5 A_CustomMissile(\"PersonKill\",48,0)\n    CHUB I 5 A_Scream\n    CHUB JKL 3\n    CHUB M 6 A_NoBlocking\n    CHUB N -1\n    stop\n  XDeath:\n    CHUB O 5 A_CustomMissile(\"PersonKill\",48,0)\n    CHUB P 5 A_XScream\n    CHUB QRS 5\n    CHUB T 5 A_NoBlocking\n    CHUB UV 5\n    CHUB V -1\n    stop\n  Raise:\n    CHUB VU 8\n    CHUB TSRQPO 6\n    goto See\n  }\n}\n\n//GIRL\nACTOR Person8 22302\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    CRSH A 10 A_Look\n    loop\n  See:\n    CRSH ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    CRSH EF 8 A_FaceTarget\n    CRSH G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    CRSH H 2\n    CRSH H 2 A_Pain\n    goto See\n  Death:\n    CRSH H 5 A_CustomMissile(\"PersonKill\",48,0)\n    CRSH I 5 A_Scream\n    CRSH JKL 3\n    CRSH M 6 A_NoBlocking\n    CRSH N -1\n    stop\n  XDeath:\n    CRSH O 5 A_CustomMissile(\"PersonKill\",48,0)\n    CRSH P 5 A_XScream\n    CRSH QRS 5\n    CRSH T 5 A_NoBlocking\n    CRSH UV 5\n    CRSH V -1\n    stop\n  Raise:\n    CRSH VU 8\n    CRSH TSRQPO 6\n    goto See\n  }\n}\n\nACTOR Person7 22301\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    D64G A 10 A_Look\n    loop\n  See:\n    D64G ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    D64G EF 8 A_FaceTarget\n    D64G G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    D64G H 2\n    D64G H 2 A_Pain\n    goto See\n  Death:\n    D64G H 5 A_CustomMissile(\"PersonKill\",48,0)\n    D64G I 5 A_Scream\n    D64G JKL 3\n    D64G M 6 A_NoBlocking\n    D64G N -1\n    stop\n  XDeath:\n    D64G O 5 A_CustomMissile(\"PersonKill\",48,0)\n    D64G P 5 A_XScream\n    D64G QRS 5\n    D64G T 5 A_NoBlocking\n    D64G UV 5\n    D64G V -1\n    stop\n  Raise:\n    D64G VU 8\n    D64G TSRQPO 6\n    goto See\n  }\n}\n\n//GIRL\nACTOR Person6 22300\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    ILLP A 10 A_Look\n    loop\n  See:\n    ILLP ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    ILLP EF 8 A_FaceTarget\n    ILLP G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    ILLP H 2\n    ILLP H 2 A_Pain\n    goto See\n  Death:\n    ILLP H 5 A_CustomMissile(\"PersonKill\",48,0)\n    ILLP I 5 A_Scream\n    ILLP JKL 3\n    ILLP M 6 A_NoBlocking\n    ILLP N -1\n    stop\n  XDeath:\n    ILLP O 5 A_CustomMissile(\"PersonKill\",48,0)\n    ILLP P 5 A_XScream\n    ILLP QRS 5\n    ILLP T 5 A_NoBlocking\n    ILLP UV 5\n    ILLP V -1\n    stop\n  Raise:\n    ILLP VU 8\n    ILLP TSRQPO 6\n    goto See\n  }\n}\n\nACTOR Person5 22999\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    PHOB A 10 A_Look\n    loop\n  See:\n    PHOB ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    PHOB EF 8 A_FaceTarget\n    PHOB G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    PHOB H 2\n    PHOB H 2 A_Pain\n    goto See\n  Death:\n    PHOB H 5 A_CustomMissile(\"PersonKill\",48,0)\n    PHOB I 5 A_Scream\n    PHOB JKL 3\n    PHOB M 6 A_NoBlocking\n    PHOB N -1\n    stop\n  XDeath:\n    PHOB O 5 A_CustomMissile(\"PersonKill\",48,0)\n    PHOB P 5 A_XScream\n    PHOB QRS 5\n    PHOB T 5 A_NoBlocking\n    PHOB UV 5\n    PHOB V -1\n    stop\n  Raise:\n    PHOB VU 8\n    PHOB TSRQPO 6\n    goto See\n  }\n}\n\nACTOR Person4 22997\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    PLY4 A 10 A_Look\n    loop\n  See:\n    PLY4 ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    PLY4 EF 8 A_FaceTarget\n    PLY4 G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    PLY4 H 2\n    PLY4 H 2 A_Pain\n    goto See\n  Death:\n    PLY4 H 5 A_CustomMissile(\"PersonKill\",48,0)\n    PLY4 I 5 A_Scream\n    PLY4 JKL 3\n    PLY4 M 6 A_NoBlocking\n    PLY4 N -1\n    stop\n  XDeath:\n    PLY4 O 5 A_CustomMissile(\"PersonKill\",48,0)\n    PLY4 P 5 A_XScream\n    PLY4 QRS 5\n    PLY4 T 5 A_NoBlocking\n    PLY4 UV 5\n    PLY4 V -1\n    stop\n  Raise:\n    PLY4 VU 8\n    PLY4 TSRQPO 6\n    goto See\n  }\n}\n\nACTOR Person3 22996\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    SENA A 10 A_Look\n    loop\n  See:\n    SENA ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    SENA EF 8 A_FaceTarget\n    SENA G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    SENA H 2\n    SENA H 2 A_Pain\n    goto See\n  Death:\n    SENA H 5 A_CustomMissile(\"PersonKill\",48,0)\n    SENA I 5 A_Scream\n    SENA JKL 3\n    SENA M 6 A_NoBlocking\n    SENA N -1\n    stop\n  XDeath:\n    SENA O 5 A_CustomMissile(\"PersonKill\",48,0)\n    SENA P 5 A_XScream\n    SENA QRS 5\n    SENA T 5 A_NoBlocking\n    SENA UV 5\n    SENA V -1\n    stop\n  Raise:\n    SENA VU 8\n    SENA TSRQPO 6\n    goto See\n  }\n}\n\nACTOR Person1 22995\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    GSOL A 10 A_Look\n    loop\n  See:\n    GSOL ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    GSOL EF 8 A_FaceTarget\n    GSOL G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    GSOL H 2\n    GSOL H 2 A_Pain\n    goto See\n  Death:\n    GSOL H 5 A_CustomMissile(\"PersonKill\",48,0)\n    GSOL I 5 A_Scream\n    GSOL JKL 3\n    GSOL M 6 A_NoBlocking\n    GSOL N -1\n    stop\n  XDeath:\n    GSOL O 5 A_CustomMissile(\"PersonKill\",48,0)\n    GSOL P 5 A_XScream\n    GSOL QRS 5\n    GSOL T 5 A_NoBlocking\n    GSOL UV 5\n    GSOL V -1\n    stop\n  Raise:\n    GSOL VU 8\n    GSOL TSRQPO 6\n    goto See\n  }\n}\n\nACTOR Person2 22994\n{\n  DamageFactor \"Person\", 0\n  PainChance \"Person\", 0\n  obituary \"%o killed to many innocents\"\n  hitobituary \"%o killed to many innocents\"\n  health 10\n  radius 20\n  height 56\n  mass 100\n  speed 24\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    SYNA A 10 A_Look\n    loop\n  See:\n    SYNA ABCD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    SYNA EF 8 A_FaceTarget\n    SYNA G 6 A_TroopAttack  // See DoomImpBall\n    goto See\n  Pain:\n    SYNA H 2\n    SYNA H 2 A_Pain\n    goto See\n  Death:\n    SYNA H 5 A_CustomMissile(\"PersonKill\",48,0)\n    SYNA I 5 A_Scream\n    SYNA JKL 3\n    SYNA M 6 A_NoBlocking\n    SYNA N -1\n    stop\n  XDeath:\n    SYNA O 5 A_CustomMissile(\"PersonKill\",48,0)\n    SYNA P 5 A_XScream\n    SYNA QRS 5\n    SYNA T 5 A_NoBlocking\n    SYNA UV 5\n    SYNA V -1\n    stop\n  Raise:\n    SYNA VU 8\n    SYNA TSRQPO 6\n    goto See\n  }\n}\n\nACTOR PersonKill\n{\n  DamageType Person\n  Radius 11\n  Height 8\n  Speed 50\n  Damage 25\n  Projectile\n  +SEEKERMISSILE\n  Obituary \"%o Killed to many innocents.\"\n  States\n  {\n  Spawn:\n    TNT1 A 1 A_SeekerMissile (64,64)\n    loop\n  Death:\n    TNT1 A 8\n    stop\n  }\n}\n\nACTOR IOP20song\n{\n  Radius 1\n  Height 1\n  +SOLID\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 1 Bright A_PlaySound (\"D_IOP20\")\n    TNT1 A 4914 Bright\n    Goto death\n  Death:\n  TNT1 A 1\n  stop\n  }\n}\n\nACTOR ExplosionDebri\n{\n  Radius 1\n  Height 1\n  Damage 20\n  Projectile\n  DeathSound \"weapons/rocklx\"\n  States\n  {\n  Spawn:\n    TNT1 A 1 bright\n    goto death\n  Death:\n    TNT1 A 1\n    TNT1 AAAAAAAAAAAAA 0 A_CustomMissile(\"Debriz\",0,0,random(0,360),2,random(-100,100))\n    stop\n  }\n}\n\nACTOR Debriz\n{\n  Radius 1\n  Height 1\n  Damage 1\n  Speed 20\n  mass 100\n  scale 0.2\n  Projectile\n  +hexenBounce\n  States\n  {\n  Spawn:\n    DBRS A 1 bright\n    loop\n  Death:\n    DBRS A 1\n    DBRS A 1\n    stop\n  }\n}\n\nACTOR RocketerMorph : PowerMorph\n{\n Powerup.Duration 99999999999999999999999999\n PowerMorph.PlayerClass \"Rocketer\"\n}\n\nACTOR Rocketer : DoomPlayer\n{\n\n  damagefactor \"fakerocket\", 0\n  Health 100\n  Radius 16\n  Height 56\n  Speed 1\n  Player.ColorRange 0, 255\n  Player.MorphWeapon \"RocketLauncherMG\"\n  DeathSound \"DSOWNED\"\n  states\n{\n  Death1:\n    PLAY H 10  A_PlaySound(\"DSOWNED\", 127)\n    PLAY I 5\n    PLAY J 15 A_NoBlocking\n    PLAY KLM 5\n    PLAY N 35\n    stop\n}\n}\n\nACTOR RocketLauncherMG : RocketLauncher 5997\n{\n    +NOAUTOAIM\n    states\n    {\n    Fire:\n    MISG B 8 A_GunFlash\n    MISG B 12 A_FireCustomMissile (\"RocketMG\",0,1,8,8,0)\n    MISG B 0 A_ReFire\n    Goto Ready\n\n    AltFire:\n    MISG CDEF 1\n    MISG GHIJ 1\n    MISG K 2 A_CustomPunch (100, 1, 1, \"rocketlauncherMGPuff\")\n    MISG KLMNOP 2\n\tMISG FEDC 1\n    Goto Ready\n}\n}\n\nACTOR RocketLauncherMGPuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOEXTREMEDEATH\n  +PUFFONACTORS\n  RenderStyle Translucent\n  Alpha 0.6\n  SeeSound \"KnifeHitThing\"\n  AttackSound \"KnifeHitWall\"\n  ActiveSound \"KnifeMiss\"\n  VSpeed 1\n  States\n  {\n  Spawn:\n    PUFF ABCD 4\n    Stop\n  }\n}\n\nACTOR RocketMG : Rocket\n{\n    damagetype FakeRocket\n}\n\nACTOR Assassin : DoomPlayer\n{\n  Health 10\n  +SHADOW\n  RenderStyle OptFuzzy\n  Radius 16\n  Height 56\n  Speed 1\n  Player.ColorRange 0, 255\n  Player.JumpZ 16\n  Player.MaxHealth 10\n  Player.MorphWeapon \"Assassinknife\"\n  DeathSound \"DSOWNED\"\n  states\n{\n  See:\n  PLAY A 4\n  PLAY B 4\n  PLAY C 4\n  PLAY D 4 A_PlaySound (\"player/step\")\n  Loop\n  Death1:\n    PLAY H 10  A_PlaySound(\"DSOWNED\", 127)\n    PLAY I 5\n    PLAY J 15 A_NoBlocking\n    PLAY KLM 5\n    PLAY N 35\n    stop\n}\n}\n\nactor AssassinMorph : PowerMorph\n{\nPowerup.Duration 9999999999999999999999999999999999999999\nPowerMorph.PlayerClass \"Assassin\"\n}\n\nactor AssassinKnife : Weapon\n{\n  Game Doom\n  Weapon.SelectionOrder 3700\n  Weapon.Kickback 0\n  Weapon.slotnumber 0\n  +WEAPON.NOALERT\n  +WEAPON.MELEEWEAPON\n  +NOEXTREMEDEATH\n  weapon.slotnumber 1\n  Obituary \"%o was assassinated by %k.\"\n  States\n  {\n  Spawn:\n    KNFE A -1\n    loop\n  Ready:\n    KNFG A 1 A_WeaponReady\n    loop\n  Deselect:\n    KNFG A 1 A_Lower\n    loop\n  Select:\n    KNFG A 1 A_Raise\n    loop\n  Fire:\n    KNFG B 2\n    KNFG C 4 A_CustomPunch (525,0,0,\"KnifePuff\")\n    KNFG D 2\n    KNFG E 2\n    KNFG F 2\n    KNFG E 20\n    KNFG D 10\n    KNFG A 5\n    goto Ready\n  }\n}\n\nactor PowerPushFist : Weapon\n{\n  Game Doom\n  Weapon.SelectionOrder 3700\n  Weapon.Kickback 10500\n  weapon.slotnumber 1\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  Obituary \"$OB_MPFIST\" // \"%o chewed on %k's fist.\"\n  States\n  {\n  Ready:\n    PUNG A 1 A_WeaponReady\n    loop\n  Deselect:\n    PUNG A 1 A_Lower\n    loop\n  Select:\n    PUNG A 1 A_Raise\n    loop\n  Fire:\n  \tPUNG A 3\n    PUNG B 2\n    PUNG C 1\n    PUNG D 5 A_CustomPunch (1,0,0,\"bulletpuff\",0)\n    PUNG C 2\n    PUNG B 3\n    goto Ready\n  }\n}\n\nactor CannonAutomaticRifle : Weapon 5999\n{\n\tweapon.slotnumber 4\n    Weapon.SelectionOrder 3700\n    Inventory.PickupMessage \"You got the Cannon Automatic Rifle.\"\n    Inventory.PickupSound \"misc/w_pkup\"\n    weapon.ammotype1 \"CARFIRECANCEL\"\n    weapon.ammotype2 \"clip\"\n    Weapon.AmmoUse 1\n    Weapon.AmmoGive 30\n    +WEAPON.NOAUTOFIRE\n    Obituary \"%o was Assulted by %k's Cannon Auto. Rifle.\"\n    States\n    {\n    Spawn:\n       CAFG A -1\n       Stop\n    Select:\n       CAFT A 1 A_Raise\n       Loop\n    Deselect:\n       CAFT A 1 A_Lower\n       Loop\n    Ready:\n       CAFT A 0 A_JumpIfInventory (\"CARFIRE\",0,3)\n       CAFT A 0 A_GiveInventory (\"CARFIRECANCEL\",1)\n       CAFT A 1 A_WeaponReady\n       Loop\n       CAFT X 1 A_WeaponReady\n       Loop\n    Fire:\n       CAFT A 0 A_JumpIfNoAmmo(\"AltFire\")\n       CAFT B 2 Bright A_Light1\n       CAFT B 0 Bright A_Light0\n       CAFT B 0 Bright A_PlayWeaponSound (\"car/fire\")\n       CAFT B 1 Bright A_FireCustomMissile(\"CARbullet\",random(-1,1))\n       CAFT A 0 A_GiveInventory (\"CARFIRE\",1)\n       CAFT A 0 A_TakeInventory (\"CARFIRECANCEL\",1)\n       CAFT CDEF 2\n       CAFT F 0 A_PlayWeaponSound (\"car/pump\")\n       CAFT GHI 2\n       Goto Ready\n    AltFire:\n       CAFT A 0 A_JumpIfInventory (\"CARFIRECANCEL\",1,\"Cancel\")\n       CAFT IJKL 2\n       CAFT L 0  A_PlayWeaponSound (\"car/pump\")\n       CAFT MNOP 3\n       CAFT Q 3 A_PlayWeaponSound (\"car/reload\")\n       CAFT Q 0 A_TakeInventory (\"clip\",2)\n       CAFT Q 0 A_TakeInventory (\"CARFIRE\",1)\n       CAFT RSTUV 2\n       CAFT W 2 A_PlayWeaponSound (\"car/pump\")\n       Goto Ready\n    Cancel:\n       CAFT X 4\n       CAFT A 4 A_PlayWeaponSound (\"C/Empty\")\n       Goto Ready\n    CancelFire:\n       CAFT A 8 A_PlayWeaponSound (\"car/pump\")\n       Goto Ready\n    }\n}\n\nactor CannonAutomaticRifleBB : Weapon 5998\n{\n\tweapon.slotnumber 5\n    Weapon.SelectionOrder 3700\n    Inventory.PickupMessage \"You got the Cannon Automatic Rifle Extension, Bullet Bomb!\"\n    Inventory.PickupSound \"misc/w_pkup\"\n    weapon.ammotype \"Clip\"\n    Weapon.AmmoUse 20\n    Weapon.AmmoGive 60\n    +WEAPON.NOAUTOFIRE\n    Obituary \"%o was killed by %k's Bullet Bomb.\"\n    States\n    {\n    Spawn:\n       CAFG A -1\n       Stop\n    Select:\n       CAFT A 1 A_Raise\n       Loop\n    Deselect:\n       CAFT A 1 A_Lower\n       Loop\n    Ready:\n       CAFB A 0 A_JumpIfInventory (\"CARBBFIRE\",1,3)\n       CAFT A 0 A_GiveInventory (\"CARBBFIRECANCEL\",1)\n       CAFB A 1 A_WeaponReady\n       Loop\n       CAFB N 1 A_WeaponReady\n       CAFT A 0 A_TakeInventory (\"CARBBFIRECANCEL\",1)\n       Loop\n    Fire:\n       CAFB A 0 A_JumpIfInventory (\"CARBBFIRE\",1,\"AltFire\")\n       CAFB A 0 A_GiveInventory (\"CARBBFIRE\",1)\n       CAFB A 0 A_TakeInventory (\"CARFIRECANCEL\",1)\n       CAFB B 3 Bright A_FireCustomMissile(\"CARBBshot\",random(-2,2))\n       CAFB B 0 Bright A_Light1\n       CAFB B 0 Bright A_Light0\n       CAFB C 3\n       goto Ready\n    AltFire:\n       CAFB B 0 A_JumpIfInventory (\"CARBBFIRECANCEL\",1,\"CancelBB\")\n       CAFB D 3 A_PlayWeaponSound (\"carbb/reload1\")\n       CAFB EFGH 2\n       CAFB I 15\n       CAFB I 25 A_PlayWeaponSound (\"carbb/reload2\")\n       CAFB JKL 3\n       CAFB M 4 A_PlayWeaponSound (\"car/pump\")\n       CAFB A 0 A_TakeInventory (\"CARBBFIRE\",1)\n       goto Ready\n    CancelBB:\n       CAFB N 4\n       CAFB A 4 A_PlayWeaponSound (\"C/Empty\")\n       Goto Ready\n    }\n}\n\nactor CARbullet : FastProjectile\n{\n\tspeed 240\n\tdamage (random(60,80))\n\tradius 5\n\theight 10\n        scale 1.2\n\tseesound \"car/fire\"\n\t+SPAWNSOUNDSOURCE\n\t+FULLVOLACTIVE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULL A 0 A_PlaySound (\"ENC/Bulletpass\")\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tloop\n\t\tCrash:\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"bulletpuff\")\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"blood\")\n\t\t\tstop\n\t}\n}\n\nactor CARBBshot\n{\n\tdamage (random(25,35))\n\tMass 80\n        Speed 25\n\tradius 10\n\theight 10\n\tseesound \"ENC/LandOrBounce\"\n        Scale 1.1\n\tProjectile\n        -NOGRAVITY\n\t+DOOMBOUNCE\n\t+SPAWNSOUNDSOURCE\n\tstates\n\t{\n\tSpawn:\n\t\tBBCA A 8\n\t\tloop\n\tDeath:\n\t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,20,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,40,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,60,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,80,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,100,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,120,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,140,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,160,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,180,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,200,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,220,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,240,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,260,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,280,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,300,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,320,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,340,0,0)\n   \t \tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",50,0,360,0,0)\n\t\tMISL BBBBBB 0 A_CustomMissile(\"CARBBbullet\",random(-15,15),0,random(0,360),2,0)\n\t\tMISL BBBBBB 0 A_CustomMissile(\"CARBBbullet\",random(-25,25),0,random(0,360),2,0)\n\t\tMISL BBBBBB 0 A_CustomMissile(\"CARBBbullet\",random(5,70),0,random(0,360),2,0)\n\t\tMISL B 5 A_Explode (50,200,1)\n\t\tMISL C 4\n\t\tMISL D 3\n\t\tstop\n\tXDeath:\n\t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,20,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,40,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,60,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,80,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,100,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,120,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,140,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,160,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,180,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,200,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,220,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,240,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,260,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,280,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,300,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,320,0,0)\n    \t\tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,340,0,0)\n   \t \tMISL B 0 Bright A_CustomMissile(\"CARBBbullet\",24,0,360,0,0)\n\t\tMISL BBBBBB 0 A_CustomMissile(\"CARBBbullet\",random(-15,15),0,random(0,360),2,0)\n\t\tMISL BBBBBB 0 A_CustomMissile(\"CARBBbullet\",random(-25,25),0,random(0,360),2,0)\n\t\tMISL BBBBBB 0 A_CustomMissile(\"CARBBbullet\",random(5,70),0,random(0,360),2,0)\n\t\tMISL B 5 A_Explode (50,200,1)\n\t\tMISL C 4\n\t\tMISL D 3\n\t\tstop\n\t}\n}\n\nactor CARBBbullet : FastProjectile\n{\n\tspeed 240\n\tdamage (random(10,15))\n\tradius 5\n\theight 10\n        scale 1.2\n\tseesound \"car/fire\"\n\t+SPAWNSOUNDSOURCE\n\t+FULLVOLACTIVE\n        +RIPPER\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULL A 1 Bright A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 Bright A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 Bright A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tTNT1 A 0 A_PlaySound (\"ENC/Bulletpass\")\n\t\t\tloop\n\t\tCrash:\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"bulletpuff\")\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"blood\")\n\t\t\tstop\n\t}\n}\n\nactor CARFIRECANCEL : Ammo\n{\n    Inventory.MaxAmount 1\n    Inventory.Amount 1\n    inventory.icon \"CLIPZ0\"\n}\n\nactor CARFIRE : Inventory\n{\n    Inventory.MaxAmount 1\n}\n\nactor CARupgradeBBadd : Inventory\n{\n    Inventory.MaxAmount 1\n}\n\nactor CARupgradeBB : Inventory\n{\n    Inventory.MaxAmount 1\n}\n\nactor CARBBFIRE : Inventory\n{\n    Inventory.MaxAmount 3\n}\n\nactor CARBBFIRECANCEL : Inventory\n{\n    Inventory.MaxAmount 1\n}\n\nActor CARupgradeBBitem : CustomInventory\n{\n\tInventory.pickupmessage \"You got the Bullet Bomb Upgrade for the C.A.R.\"\n\tInventory.pickupsound \"misc/p_pkup\"\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CAFBO0\"\n\t+INVENTORY.INVBAR\n\t+INVENTORY.PICKUPFLASH\n\t+COUNTITEM\n\t+PUSHABLE\n\t+ACTLIKEBRIDGE\n\tRadius 25\n        Height 25\n        Mass 10\n\tstates\n  \t{\n  \tSpawn:\n    \tCAFB O -1\n    \tstop\n  \tUse:\n    \tTNT1 A 0 A_GiveInventory (\"CARupgradeBBadd\", 1)\n    \tstop\n  }\n}\n\nActor UAFERookie : Weapon 9021\n{\n  Weapon.SelectionOrder 1900\n  weapon.ammogive1 15\n  weapon.ammogive2 0\n  weapon.ammotype1 \"Rookieclip\"\n  weapon.ammotype2 \"clip\"\n  weapon.ammouse1 1\n  weapon.ammouse2 0\n  Obituary \"%o was shot by %k's Rookie Pistol.\"\n  Inventory.Pickupmessage \"Picked up a UAFE Rookie .38\"\n  weapon.slotnumber 2\n  States\n  {\n  Ready:\n    PISS A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PISS A 1 A_Lower\n    Loop\n  Select:\n    PISS A 1 A_Raise\n    Loop\n  Fire:\n    PISS D 2\n    PISS E 2 A_FireCustomMissile(\"UAFERookiebullet\",random(-2,2))\n    PISS B 2 A_JumpIfNoAmmo(\"AltFire\")\n    PISS C 7\n    PISS C 1 A_ReFire\n    Goto Ready\n  AltFire:\n    PISS A 0 A_JumpIfInventory (\"Rookieclip\",1,\"Ready\")\n    PISS FG 4\n    PISS H 25 A_PlayWeaponSound (\"carbb/reload1\")\n    PISS I 3 A_PlayWeaponSound (\"car/pump\")\n    PISS H 8 A_GiveInventory (\"Rookieclip\",15)\n    PISS H 0 A_TakeInventory (\"clip\",15)\n    PISS GF 4\n    Goto Ready\n  Flash:\n    PISS A 7 Bright A_Light1\n    Goto LightDone\n    PISS A 7 Bright A_Light0\n    Goto LightDone\n  Spawn:\n    PISS A -1\n    Stop\n  }\n}\n\nactor UAFERookiebullet : FastProjectile\n{\n\tspeed 240\n\tdamage (random(10,20))\n\tradius 5\n\theight 10\n\tscale 1.2\n\tseesound \"UAFERookie/shot\"\n\t+SPAWNSOUNDSOURCE\n\t+FULLVOLACTIVE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULL A 1 Bright A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 Bright A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 Bright A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tTNT1 A 0 A_PlaySound (\"ENC/Bulletpass\")\n\t\t\tloop\n\t\tCrash:\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"bulletpuff\")\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"blood\")\n\t\t\tstop\n\t}\n}\n\nactor Rookieclip : ammo\n{\n\tinventory.maxamount 15\n\tinventory.amount 15\n\tinventory.icon \"CLIPZ0\"\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nACTOR radiosecretportal\n{\n  Radius 1\n  Height 1\n  +SOLID\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 1 Bright A_PlaySound (\"D_SC01\")\n       TNT1 A 4914 Bright\n       MISL B 3 bright A_Explode(5,128)\n       MISL C 4 bright\n       MISL D 3 bright\n    Loop\n  }\n}\n\nactor SPARK2\n{\n    Radius 1\n    Height 1\n    Scale 0.6\n    Mass 100\n    Speed 12\n    Projectile\n    -NOGRAVITY\n    +DOOMBOUNCE\n\t+CLIENTSIDEONLY\n    RenderStyle add\n    States\n    {\n    Spawn:\n       SPAK A 1 Bright A_CustomMissile (\"SPARK2TRAIL\",0,0,0)\n       SPAK A 1 Bright A_CustomMissile (\"SPARK2TRAIL\",0,0,0)\n       SPAK A 0 Bright A_FadeOut(0.1)\n       loop\n    }\n}\n\nactor SPARK2TRAIL\n{\n    Radius 1\n    Height 1\n    Scale 1.0\n    Alpha 0.9\n    Projectile\n    +NOGRAVITY\n\t+CLIENTSIDEONLY\n    RenderStyle add\n    States\n    {\n    Spawn:\n       SPAK A 1 Bright\n       SPAK A 0 Bright A_FadeOut(0.1)\n\t   SPAK A 1 Bright\n       SPAK A 0 Bright A_FadeOut(0.1)\n\t   SPAK A 1 Bright\n       SPAK A 0 Bright A_FadeOut(0.1)\n\t   SPAK A 1 Bright\n       SPAK A 0 Bright A_FadeOut(0.1)\n       Stop\n    }\n}\n\nACTOR BulletPuff2 replaces bulletpuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  RenderStyle Translucent\n  Alpha 0.5\n  VSpeed 1\n  Mass 5\n  States\n  {\n  Spawn:\n    SPAK AA 0 Bright A_CustomMissile(\"SPARK2\",random(20,50),0,random(0,360),2,random(-100,100))\n    SPAK A 0 Bright A_CustomMissile(\"TrailSmokeSP\",random(20,50),0,random(0,360),2,random(-100,100))\n    PUFF A 4 bright\n    PUFF B 4\n  Melee:\n    PUFF CD 4\n    Stop\n  }\n}\n\nActor TrailSmoke\n{\n +NoInteraction\n +CLIENTSIDEONLY\n RenderStyle Translucent\n Alpha 0.04\n Scale 0.2\n\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SMOK A 1 Bright A_FadeOut(0.001)\n   Wait\n  Spawn2:\n   SMOK B 1 Bright A_FadeOut(0.001)\n   Wait\n  Spawn3:\n   SMOK C 1 Bright A_FadeOut(0.001)\n   Wait\n  Spawn4:\n   SMOK D 1 Bright A_FadeOut(0.001)\n   Wait\n }\n}\n\nActor TrailSmokeSP\n{\n +NoInteraction\n +NOCLIP\n +CLIENTSIDEONLY\n RenderStyle Translucent\n Alpha 0.05\n Scale 1.0\n Speed 0.4\n\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SMOK A 1 Bright A_FadeOut(0.001)\n   Wait\n  Spawn2:\n   SMOK B 1 Bright A_FadeOut(0.001)\n   Wait\n  Spawn3:\n   SMOK C 1 Bright A_FadeOut(0.001)\n   Wait\n  Spawn4:\n   SMOK D 1 Bright A_FadeOut(0.001)\n   Wait\n }\n}\n\nACTOR Blood2 replaces blood\n{\n  SpawnID 130\n  Mass 5\n  +NOBLOCKMAP\n  +NOTELEPORT\n  +ALLOWPARTICLES\n  States\n  {\n  Spawn:\n    BLUD AAA 0 A_CustomMissile(\"BloodFly\",0,0,random(0,360),2,random(-100,100))\n    BLUD C 8  A_CustomMissile(\"BloodFly2\",0,0,random(0,360),2,random(-100,100))\n    BLUD BA 8\n    Stop\n  Spray:\n    SPRY ABCDEF 2 A_CustomMissile (\"Gibs1\",0,0,random(0,360),2,random(-100,100))\n    SPRY G 2\n    Stop\n  }\n}\n\nACTOR BloodFly\n{\n    Radius 0\n    Height 0\n    Scale 1.0\n    Mass 50\n    Speed 6\n    Projectile\n    -NOGRAVITY\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n       BLUD C 1\n       BLUD C 1 A_CustomMissile (\"BloodTrail\",0,0,0)\n       loop\n    Death:\n       BLUD C 1\n       BLUD CBA 8\n       Stop\n    }\n}\n\nACTOR BloodFlySM\n{\n    Radius 0\n    Height 0\n    Scale 0.5\n    Mass 100\n    Speed 8\n    Projectile\n    -NOGRAVITY\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n       BLUD C 1 A_CustomMissile (\"BloodTrailSM\",0,0,0)\n       loop\n    Death:\n       BLUD C 1\n       BLUD CBA 8\n       Stop\n    }\n}\n\nACTOR BloodFly2\n{\n    Radius 0\n    Height 0\n    Scale 0.6\n    Mass 50\n    Speed 8\n    Projectile\n    -NOGRAVITY\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n       BLUD C 1\n       loop\n    Death:\n       BLUD C 1\n       BLUD CBA 4\n       Stop\n    }\n}\n\nactor BloodTrail\n{\n    Radius 1\n    Height 1\n    Scale 1.0\n    Projectile\n    +NOGRAVITY\n    +NOCLIP\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n       BLUD CBA 3\n       Stop\n    }\n}\n\nactor BloodTrailSM\n{\n    Radius 1\n    Height 1\n    Scale 0.5\n    Projectile\n    +NOGRAVITY\n    +NOCLIP\n    +CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n       BLUD CBA 3\n       Stop\n    }\n}\n\nactor SmallBloodPoolFade\n{\n    Radius 1\n    Height 1\n    Scale 1.0\n    Mass 10\n    Speed 12\n    Projectile\n    +NOGRAVITY\n    RenderStyle add\n    States\n    {\n    Spawn:\n       POB2 A 3 A_FadeOut(0.001)\n       loop\n    }\n}\n\nACTOR Gibs1\n{\n  Radius 10\n  Height 10\n  Mass 6\n  Speed 14\n  +DOOMBOUNCE\n  -noclip\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    TNT1 AA 0 A_Jump(225, \"Spawn2\", \"Spawn3\", \"Spawn4\", \"Spawn5\", \"Spawn6\", \"Spawn7\", \"Spawn8\", \"Spawn9\", \"Spawn10\", \"Spawn11\", \"Spawn12\", \"Spawn13\")\n    GIB1 AAAAAAA 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB1 A 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn2:\n    TNT1 AA 0 A_Jump(200, \"Spawn9\", \"Spawn10\", \"Spawn11\", \"Spawn12\", \"Spawn13\")\n    GIB1 BBBBBBB 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB1 B 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn3:\n    GIB2 AAAAAAA 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB2 A 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn4:\n    GIB2 BBBBBBB 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB2 B 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn5:\n    GIB2 CCCCCCC 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB2 C 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn6:\n    GIB3 BBBBBBB 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB3 B 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn7:\n    GIB3 CCCCCCC 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB3 C 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn8:\n    GIB4 AAAAAAA 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB4 A 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn9:\n    GIB4 AAAAAAA 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB4 B 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn10:\n    GIB4 CCCCCCC 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB4 C 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn11:\n    GIB5 AAAAAAA 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB5 A 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn12:\n    GIB5 BBBBBBB 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB5 B 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n    Spawn13:\n    GIB5 CCCCCCC 4 A_CustomMissile(\"Bloodflysm\",0,0,random(0,360),2,random(-100,100))\n    GIB5 C 700 A_CustomMissile(\"BloodFlySM\",0,0,random(0,360),2,random(-100,100))\n    Stop\n  }\n}\n\nactor ZombieMan2 replaces zombieman 9913\n{\n  spawnid 4\n  obituary \"%o was killed by a zombieman.\"\n  health 70\n  radius 20\n  height 56\n  mass 100\n  speed 11\n  painchance 200\n  seesound \"grunt/sight\"\n  attacksound \"grunt/attack\"\n  painsound \"grunt/pain\"\n  deathsound \"grunt/death\"\n  activesound \"grunt/active\"\n  dropitem \"Clip\" 256\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    POSS AB 10 A_Look\n    loop\n  See:\n    POSS A 0 A_jump(1, \"DodgeSee\")\n    POSS ABCD 4 A_Chase\n    POSS A 0 A_JumpIfHealthLower(40,1)\n    loop\n    POSS A 0 A_ChangeFlag(\"FRIGHTENED\", 1)\n    POSS A 0 A_jump(5, \"RapidMissile\")\n    POSS A 0 A_jump(30, \"Missile\")\n    POSS ABCD 4 A_Chase\n    loop\n  DodgeSee:\n    POSS A 0 A_jump(30, \"Missile\")\n    POSS AABBCCDD 4 A_FastChase\n    loop\n  Missile:\n    POSS E 10 A_FaceTarget\n    POSS F 8 A_CustomMissile (\"ZombiManbullet\", 20,0,random(-10,10))\n    POSS E 8 A_jump(10, \"RapidMissile\")\n    POSS E 8 A_jump(30, \"Missile\")\n    goto See\n  RapidMissile:\n    POSS E 10 A_FaceTarget\n    POSS FFFFFFFFF 3 A_CustomMissile (\"ZombiManbullet\", 20,0,random(-15,15))\n    POSS E 45\n    goto See\n  Pain:\n    POSS G 3 A_jump(30, \"Missile\")\n    POSS G 3 A_Pain\n    goto See\n  Death:\n    POSS H 5\n    POSS AAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n    POSS I 5 A_Scream\n    POSS J 5 A_NoBlocking\n    POSS K 5\n    POSS L -1\n    stop\n  XDeath:\n    POSS M 5\n    POSS AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n    POSS N 5 A_XScream\n    POSS O 5 A_NoBlocking\n    POSS PQRST 5\n    POSS U -1\n    stop\n  Raise:\n    POSS KJIH 5\n    goto See\n  }\n}\n\nactor ZombiManbullet : FastProjectile\n{\n\tspeed 180\n\tdamage (random(3,9))\n\tradius 5\n\theight 10\n\tseesound \"car/fire\"\n\t+SPAWNSOUNDSOURCE\n\t+FULLVOLACTIVE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULL A 1 A_PlaySound (\"ENC/Bulletpass\")\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tloop\n\t\tCrash:\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"bulletpuff\")\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"blood\")\n\t\t\tstop\n\t}\n}\n\nactor ShotgunGuy2 replaces ShotgunGuy 9914\n{\n  spawnid 1\n  obituary \"%o was shot by a sergeant.\"\n  health 100\n  radius 20\n  height 56\n  mass 100\n  speed 11\n  painchance 170\n  seesound \"shotguy/sight\"\n  attacksound \"shotguy/attack\"\n  painsound \"shotguy/pain\"\n  deathsound \"shotguy/death\"\n  activesound \"shotguy/active\"\n  dropitem \"Shotgun\" 256\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    SPOS AB 10 A_Look\n    loop\n  See:\n    SPOS ABCD 4 A_Chase\n    SPOS A 0 A_JumpIfHealthLower(50,1)\n    loop\n    SPOS A 0 A_jump(40, \"Missile\")\n    SPOS ABCD 4 A_Chase\n    loop\n  Missile:\n    SPOS E 10 A_FaceTarget\n    SPOS F 10 bright\n    SPOS FFFFFFFFFFFFFFFFF 0 bright A_CustomMissile(\"Shotgnbullet\",20,0,random(-20,20),2,random(-10,10))\n    SPOS E 10\n    goto See\n  Pain:\n    SPOS G 3\n    SPOS G 3 A_Pain\n    goto See\n  Death:\n    SPOS H 5\n    SPOS AAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n    SPOS I 5 A_Scream\n    SPOS J 5 A_NoBlocking\n    SPOS K 5\n    SPOS L -1\n    stop\n  XDeath:\n    SPOS M 5\n    SPOS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n    SPOS N 5 A_XScream\n    SPOS O 5 A_NoBlocking\n    SPOS PQRST 5\n    SPOS U -1\n    stop\n  Raise:\n    SPOS LKJIH 5\n    goto See\n  }\n}\n\nactor Shotgnbullet : FastProjectile\n{\n\tspeed 180\n\tdamage (random(1,3))\n\tradius 5\n\theight 10\n\tseesound \"ENC/Shotgun\"\n\t+SPAWNSOUNDSOURCE\n\t+FULLVOLACTIVE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_PlaySound (\"ENC/Bulletpass\")\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tloop\n\t\tCrash:\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"bulletpuff\")\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"blood\")\n\t\t\tstop\n\t}\n}\n\nactor ChaingunGuy2 replaces chaingunguy 9915\n{\n  spawnid 2\n  obituary \"%o was perforated by a chaingunner.\"\n  health 120\n  radius 20\n  height 56\n  mass 100\n  speed 9\n  painchance 170\n  seesound \"chainguy/sight\"\n  attacksound \"chainguy/attack\"\n  painsound \"chainguy/pain\"\n  deathsound \"chainguy/death\"\n  activesound \"chainguy/active\"\n  dropitem \"Chaingun\" 256\n  MONSTER\n  +FLOORCLIP\n  +FULLVOLACTIVE\n  states\n  {\n  Spawn:\n    CPOS AB 10 A_Look\n    loop\n  See:\n    CPOS ABCD 4 A_Chase\n    loop\n  Missile:\n    CPOS E 10 A_FaceTarget\n    CPOS FEFEFEFEFEFEFEFE 2 bright A_CustomMissile (\"Chaingnbullet\", 30,0,random(-8,8))\n    CPOS F 1 A_jump(200, \"Missilemore\")\n    goto See\n  Missilemore:\n    CPOS E 0 A_FaceTarget\n    CPOS FEFEFEFEFEFEFEFEFE 2 bright A_CustomMissile (\"Chaingnbullet\", 30,0,random(-8,8))\n    CPOS F 1 A_jump(196, \"Missilemore\")\n    goto See\n  Pain:\n    CPOS G 3\n    CPOS G 3 A_Pain\n    goto See\n  Death:\n    CPOS H 5\n    CPOS I 5 A_Scream\n    CPOS J 5 A_NoBlocking\n    CPOS KLM 5\n    CPOS N -1\n    stop\n  XDeath:\n    CPOS O 5\n    CPOS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n    CPOS P 5 A_XScream\n    CPOS Q 5 A_NoBlocking\n    CPOS RS 5\n    CPOS T -1\n    stop\n  Raise:\n    CPOS NMLKJIH 5\n    goto See\n  }\n}\n\nactor ChaingunGuyRunner 9920\n{\n  obituary \"%o was perforated by a chaingunner.\"\n  health 120\n  radius 20\n  height 56\n  mass 100\n  speed 9\n  painchance 170\n  seesound \"chainguy/sight\"\n  attacksound \"chainguy/attack\"\n  painsound \"chainguy/pain\"\n  deathsound \"chainguy/death\"\n  activesound \"chainguy/active\"\n  dropitem \"Chaingun\" 256\n  MONSTER\n  +FLOORCLIP\n  +FULLVOLACTIVE\n  +MISSILEEVENMORE\n  states\n  {\n  Spawn:\n    CPOS AB 10 A_Look\n    loop\n  See:\n    CPOS ABCD 4 A_Chase\n    loop\n  Missile:\n    CPOS E 10 A_FaceTarget\n    CPOS FEFEFEFEFEFEFEFE 2 bright A_CustomMissile (\"Chaingnbullet\", 30,0,random(-8,8), 0,random(20,-20))\n    CPOS F 1 A_jump(200, \"Missilemore\")\n    goto See\n  Missilemore:\n    CPOS E 0 A_FaceTarget\n    CPOS FEFEFEFEFEFEFEFEFE 2 bright A_CustomMissile (\"Chaingnbullet\", 30,0,random(-8,8), 0,random(20,-20))\n    CPOS F 1 A_jump(196, \"Missilemore\")\n    goto See\n  Pain:\n    CPOS G 3\n    CPOS G 3 A_Pain\n    goto See\n  Death:\n    CPOS H 5\n    CPOS I 5 A_Scream\n    CPOS J 5 A_NoBlocking\n    CPOS KLM 5\n    CPOS N -1\n    stop\n  XDeath:\n    CPOS O 5\n    CPOS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n    CPOS P 5 A_XScream\n    CPOS Q 5 A_NoBlocking\n    CPOS RS 5\n    CPOS T -1\n    stop\n  Raise:\n    CPOS NMLKJIH 5\n    goto See\n  }\n}\n\nactor Chaingnbullet : FastProjectile\n{\n\tspeed 180\n\tdamage (random(1,2))\n\tradius 5\n\theight 10\n\tseesound \"ENC/Chaingun\"\n\t+FULLVOLACTIVE\n\t+SPAWNSOUNDSOURCE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULL A 1 A_PlaySound (\"ENC/Bulletpass\")\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tloop\n\t\tCrash:\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"bulletpuff\")\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"blood\")\n\t\t\tstop\n\t}\n}\n\nACTOR MGStampedeDemon\n{\n   Height 50\n   Radius 20\n   Projectile\n  Speed 25\n  Damage 10\n  SeeSound \"demon/Stampede\"\n  DeathSound \"demon/melee\"\n  Projectile\n    States\n  {\n  Spawn:\n    SARG ABCD 3 A_PlaySound (\"demon/Stampede\")\n    loop\n  Death:\n    SARG E 8 A_FadeOut (0.1)\n    SARG F 8 A_FadeOut (0.1)\n    SRAG D 8 A_FadeOut (0.1)\n    loop\n  }\n}\n\nACTOR MGStampedeDemon2 :  MGStampedeDemon\n{\n  Projectile\n  +RIPPER\n}\n\nactor MGDemonShooter 7101\n{\n  obituary \"%o was eaten by a hungry hungry demon.\"\n  health 60\n  radius 20\n  height 56\n  mass 100\n  +LOOKALLAROUND\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    SARG AB 10 A_Look\n    loop\n  See:\n    SARG A 0 A_jump(80, \"see2\")\n    SARG B 1 A_CustomMissile (\"MGHungryDemon1\")\n    Goto Death\n    See2:\n    SARG B 1 A_CustomMissile (\"MGHungryDemon2\")\n    Goto Death\n  Death:\n    TNT1 L 6 A_NoBlocking\n    TNT1 M -1\n    stop\n  }\n}\n\nactor MGHungryDemon1\n{\n  Radius 18\n  Height 50\n  Speed 30\n  Damage 500\n  Projectile\n  +SEEKERMISSILE\n  +FLOORHUGGER\n  DeathSound \"demon/melee\"\n  States\n  {\n  Spawn:\n    SARG ABCD 4 bright A_SeekerMissile (15,15)\n    SARG A 0 A_jump(30, \"Death\")\n    loop\n  Death:\n    SARG EFG 8\n    SARG G 0 A_SpawnItem(\"MGDemonShooter\")\n    stop\n  }\n}\n\nactor MGHungryDemon2\n{\n  Radius 18\n  Height 50\n  Speed 30\n  Damage 500\n  Projectile\n  +SEEKERMISSILE\n  +FLOORHUGGER\n  +RIPPER\n  DeathSound \"demon/melee\"\n  States\n  {\n  Spawn:\n    SARG ABCD 4 bright A_SeekerMissile (15,15)\n    SARG A 0 A_jump(30, \"Death\")\n    loop\n  Death:\n    SARG EFG 8\n    SARG G 0 A_SpawnItem(\"MGDemonShooter\")\n    stop\n  }\n}\n\nactor BounceMissile\n{\n  Radius 6\n  Height 8\n  Speed 30\n  Damage 1\n  Projectile\n  +RIPPER\n  +HEXENBOUNCE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    BAL1 AB 4 bright\n    loop\n  Death:\n    BAL1 CDE 6 bright\n    stop\n  }\n}\n\nactor BigBounceMissile\n{\n  Radius 12\n  Height 16\n  Speed 20\n  Damage 2\n  Scale 2\n  Projectile\n  +RIPPER\n  +HEXENBOUNCE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    BAL1 AB 4 bright\n    loop\n  Death:\n    BAL1 CDE 6 bright\n    stop\n  }\n}\n\nactor BiggerBounceMissile\n{\n  Radius 24\n  Height 32\n  Speed 20\n  Damage 3\n  Scale 3\n  Projectile\n  +RIPPER\n  +HEXENBOUNCE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    BAL1 AB 4 bright\n    loop\n  Death:\n    BAL1 CDE 6 bright\n    stop\n  }\n}\n\nactor EvenBiggerBounceMissile\n{\n  Radius 48\n  Height 64\n  Speed 20\n  Damage 4\n  Scale 4\n  Projectile\n  +RIPPER\n  +HEXENBOUNCE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    BAL1 AB 4 bright\n    loop\n  Death:\n    BAL1 CDE 6 bright\n    stop\n  }\n}\n\nactor Fireballsmall\n{\n  SpawnID 156\n  Radius 6\n  Height 8\n  Speed 10\n  Mass 30\n  FastSpeed 25\n  Damage 2\n  Projectile\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    DMFX ABC 3 bright\n    loop\n  Death:\n    DMFX DEFGH 2 bright\n    stop\n  }\n}\n\nactor Fireballspread1\n{\n  SpawnID 157\n  Radius 18\n  Height 24\n  Speed 10\n  FastSpeed 10\n  Damage 10\n  Projectile\n  RenderStyle Add\n  Scale 3.0\n  Alpha 1\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    DMFX ABC 3 bright\n    loop\n  Death:\n    DMFX D 2 bright A_Mushroom (\"FireBallsmall\", 5)\n    DMFX EFGH 3 bright\n    stop\n  }\n}\n\nactor Fireballspread2\n{\n  SpawnID 158\n  Radius 18\n  Height 24\n  Speed 10\n  FastSpeed 10\n  Damage 10\n  Projectile\n  RenderStyle Add\n  Scale 3.0\n  Alpha 1\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    DMFX ABC 3 bright\n    loop\n  Death:\n    DMFX D 2 bright A_Mushroom (\"SlowFireBall\" , 7)\n    DMFX EFGH 3 bright\n    stop\n  }\n}\n\nactor SlowFireBall\n{\n  Radius 6\n  Height 8\n  Speed 10\n  mass 10\n  FastSpeed 10\n  Damage 2\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    BAL1 AB 4 bright\n    loop\n  Death:\n    BAL1 CDE 6 bright\n    stop\n  }\n}\n\nActor AssultSMG : Weapon 5996\n{\n   Weapon.AmmoType \"Clip\"\n   Weapon.Selectionorder 3700\n   Weapon.AmmoGive 50\n   Weapon.AmmoUse 1\n   weapon.slotnumber 4\n   Inventory.PickupMessage \"You got the Assult SMG\"\n   Inventory.PickupSound \"misc/w_pkup\"\n   Obituary \"%o was assulted by %k's SMG.\"\n   States\n   {\n   Spawn:\n      ASM2 B -1\n      Loop\n   Ready:\n      ASMG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      ASMG A 1 A_lower\n      Loop\n   Select:\n      ASMG A 1 A_Raise\n      Loop\n   Fire:\n      ASMG A 1\n      ASMG B 1 A_FireBullets(3, 4, 1, 6, \"BulletPuff\", 1)\n      ASMG B 0 A_PlayWeaponSound (\"ASMGFIRE\")\n      ASMG B 0 A_GunFlash\n      ASMG C 1\n      ASMG D 1 A_REFIRE\n      ASMG D 1\n      Goto Ready\n   }\n}\n\nActor Knife : Weapon 5991\n{\n  weapon.slotnumber 1\n  Weapon.SelectionOrder 3700\n  Weapon.Kickback 100\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  +NOEXTREMEDEATH\n  Obituary \"$OB_MPFIST\" // \"%o was cut up by %k's knife.\"\n  States\n  {\n  Spawn:\n    KNFE A -1\n    loop\n  Ready:\n    KNFG A 1 A_WeaponReady\n    loop\n  Deselect:\n    KNFG A 1 A_Lower\n    loop\n  Select:\n    KNFG A 1 A_Raise\n    loop\n  Fire:\n    KNFG B 2\n    KNFG C 4 A_CustomPunch (30,0,0,\"KnifePuff\")\n    KNFG D 2\n    KNFG E 2\n    KNFG F 2\n    KNFG E 2\n    KNFG D 2\n    KNFG A 2\n    goto Ready\n   AltFire:\n    KNFG KJIH 3\n    KNFG G 5\n    KNFG G 2 A_PlaySound (\"KnifeShank\")\n    KNFG HI 2\n    KNFG J 2\n    KNFG KL 1 A_CustomPunch (100,0,0,\"KnifePuff\")\n    KNFG L 10\n    goto ready\n  }\n}\n\nACTOR KnifePuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOEXTREMEDEATH\n  +PUFFONACTORS\n  RenderStyle Translucent\n  Alpha 0.6\n  SeeSound \"KnifeHitThing\"\n  AttackSound \"KnifeHitWall\"\n  ActiveSound \"KnifeMiss\"\n  VSpeed 1\n  States\n  {\n  Spawn:\n    PUFF ABCD 4\n    Stop\n  }\n}\n\nActor Rifle : Weapon 5992\n{\n  weapon.slotnumber 3\n  Weapon.AmmoType \"RifleAmmo\"\n  Weapon.AmmoGive 10\n  Weapon.AmmoUse 1\n  Inventory.PickupMessage \"You got the Rifle\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Weapon.SelectionOrder 50\n  Weapon.Kickback 150\n  Decal BulletChip\n  +Weapon.noautoaim\n  States\n  {\n  Spawn:\n    RIFL A -1\n    Loop\n  Select:\n    RIFG A 1 A_Raise\n    Loop\n  Deselect:\n    RIFG A 1 A_Lower\n    Loop\n  Ready:\n    RIFG A 1 A_WeaponReady\n    Loop\n  Fire:\n    RIFG A 0 A_GunFlash\n    RIFG A 0 A_PlayWeaponSound(\"Weapons/RifleFire\")\n    RIFG A 0 A_FireBullets (0, 0, 1, (45), \"BlankPuff\", fbf_norandom)\n    RIFG A 4 A_FireBullets(0, 0, 1, (5), \"BulletPuff\", fbf_norandom)\n    RIFG BCDCB 2\n    RIFG A 3\n    Goto Ready\n  Flash:\n    RIFF A 2 Bright A_Light1\n    RIFF B 2 Bright A_Light2\n    TNT1 A 0 A_Light0\n    Stop\n  }\n}\n\nActor RifleAmmo : Ammo 5993\n{\n  Inventory.Amount 5\n  Inventory.MaxAmount 75\n  Ammo.BackpackAmount 5\n  Ammo.BackpackMaxAmount 150\n  Inventory.Icon RIFAB0\n  Inventory.PickupMessage \"Picked up some rifle cartridges\"\n  Inventory.PickupSound \"misc/i_pkup\"\n  States\n  {\n  Spawn:\n    RIFA A -1\n    Loop\n  }\n}\n\nActor RifleBox : RifleAmmo 5994\n{\n  Inventory.Amount 25\n  Inventory.PickupMessage \"Picked up a box of rifle cartridges\"\n  States\n  {\n  Spawn:\n    RIFP A -1\n    Loop\n  }\n}\n\nActor BlankPuff\n{\n  +NoClip\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Stop\n  }\n}\n\nactor Machete : Weapon 5995\n{\n  weapon.slotnumber 1\n  Weapon.SelectionOrder 3800\n  Weapon.Kickback 100\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  +NOEXTREMEDEATH\n  Obituary \"%o was cut up by %k's machete.\"\n  States\n  {\n  Spawn:\n    MHTE A -1\n    loop\n  Ready:\n    MHTG G 1 A_WeaponReady\n    loop\n  Deselect:\n    MHTG G 1 A_Lower\n    loop\n  Select:\n    MHTG G 1 A_Raise\n    loop\n  AltFire:\n    MHT2 A 5\n    MHT2 A 5 A_REFIRE\n    MHT2 B 1 A_PlayWeaponSound(\"MacheteSwing\")\n    MHT2 C 1 A_CustomPunch (125,1,0,\"MachetePuff\")\n    MHT2 D 1\n    MHT2 E 2\n    MHT2 F 2\n    MHT2 G 3\n    MHT2 H 6\n    goto Ready\n  Fire:\n    MHT3 A 5\n    MHT3 A 1\n    MHT3 B 1 A_PlayWeaponSound(\"MacheteSwing\")\n    MHT3 C 1 A_CustomPunch (80,1,0,\"MachetePuff\")\n    MHT3 D 1\n    MHT3 E 2\n    MHT3 F 3\n    MHT3 G 5\n    TNT1 A 0 A_REFIRE\n    goto Ready\n  }\n}\n\nACTOR MachetePuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOEXTREMEDEATH\n  +PUFFONACTORS\n  RenderStyle Translucent\n  Alpha 0.6\n  SeeSound \"MacheteHitThing\"\n  AttackSound \"MacheteHitWall\"\n  ActiveSound \"MacheteSwing\"\n  VSpeed 1\n  States\n  {\n  Spawn:\n    PUFF ABCD 4\n    Stop\n  }\n}\n\nactor semi-automatic-pistol : Weapon 17500\n{\n\tweapon.slotnumber 2\n\tweapon.ammogive1 12\n\tweapon.ammogive2 0\n\tweapon.ammotype1 \"pistolclip\"\n\tweapon.ammotype2 \"clip\"\n\tweapon.ammouse1 1\n\tweapon.ammouse2 0\n\tinventory.pickupmessage \"You got the Semi-Automatic Pistol!\"\n\t+WEAPON.NOALERT\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tPIST A -1\n\t\t\tstop\n\t\tReady:\n\t\t\tPIS2 C 1 A_WeaponReady\n\t\t\twait\n\t\tSelect:\n\t\t\tPIS2 C 1 A_Raise\n\t\t\twait\n\t\tDeselect:\n\t\t\tPIS2 C 1 A_Lower\n\t\t\twait\n\t\tFire:\n\t\t\tPIS2 C 1 A_AlertMonsters\n\t\t\tPIST B 1 bright A_FireCustomMissile(\"pistolbullet\",random(-5,5))\n\t\t\tPIST CDE 1 bright\n\t\t\tPIST FGHI 1 A_JumpIfNoAmmo(\"AltFire\")\n\t\t\tPIST I 8 A_ReFire\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tPIST I 0 A_JumpIfInventory(\"pistolclip\",12,\"Ready\")\n\t\t\tPIST I 0 A_JumpIfInventory(\"clip\",1,1)\n\t\t\tgoto Ready\n\t\t\tPIST IHGF 2\n\t\t\tPIST LMNOPQRSTU 4\n\t\t\tPIST Y 0 A_PlaySound(\"sapistol/reload\")\n\t\t\tPIST V 4\n\t\t\tPIST WXYZ 4\n\t\t\tPIS2 AB 4\n\t\t\tgoto Ready\n\t}\n}\n\nactor pistolbullet : FastProjectile\n{\n\tspeed 222\n\tdamage (random(10,30))\n\tradius 1\n\theight 1\n\tseesound \"sapistol/fire\"\n\t+SPAWNSOUNDSOURCE\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tBULL A 0 A_PlaySound (\"ENC/Bulletpass\")\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tBULL A 1 A_CustomMissile (\"TrailSmoke\",0,0,0)\n\t\t\tLoop\n\t\tCrash:\n\t\tDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"bulletpuff\")\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 1 A_SpawnItem(\"blood\")\n\t\t\tstop\n\t}\n}\n\nactor pistolclip : ammo\n{\n\tinventory.maxamount 12\n\tinventory.amount 12\n\tinventory.icon \"CLIPZ0\"\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/hats.txt",
        "contents": "actor HatMenuFreeze: PowerSpeed\n{\n    Powerup.Duration 0x7FFFFFFF\n    Speed 0\n}\n\nactor IAmAHat: Inventory\n{\n    Inventory.MaxAmount 1\n    +UNDROPPABLE\n}\n\nactor Hat\n{\n    Radius 0\n    Height 0\n\n    RenderStyle Translucent\n    Gravity 0.75\n\n    +NOINTERACTION\n    +NOTELEPORT\n    +NOTIMEFREEZE\n\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_GiveInventory(\"IAmAHat\")\n        TNT1 A 1 A_Jump(255, \"Hat\")\n        wait\n\n      HatDeath:\n        TNT1 A 0\n        TNT1 A 1 A_Jump(255, \"Spawn\")\n        wait\n    }\n}\n\nactor Hat_FallOffHead: CustomInventory\n{\n    Inventory.MaxAmount 0\n    +AUTOACTIVATE\n\n    States\n    {\n      Pickup:\n        TNT1 A 0 A_ChangeFlag(\"NOINTERACTION\", 0)\n        TNT1 A 0 ACS_ExecuteAlways(181, 0, 350, 0, 175)\n        stop\n    }\n}\n\nactor crown6066 : Hat\n{\n    scale 0.18\n    States\n    {\n      Spawn:\n        CROW A 1\n        loop\n    }\n}\n\nactor TopHat : hat\n{\n    scale 0.05\n    States\n    {\n      Spawn:\n        THAT A 1\n        loop\n    }\n}\n\nactor NIGPLZ : hat\n{\n    scale 0.06\n    States\n    {\n      Spawn:\n        NPLZ A 1\n        loop\n    }\n}\n\nactor Sombrero : hat\n{\n    scale 0.085\n    States\n    {\n      Spawn:\n        SOMB A 1\n        loop\n    }\n}\n\nactor Fez : hat\n{\n    scale 0.125\n    States\n    {\n      Spawn:\n        DFEZ A 1\n        loop\n    }\n}\n\nactor turban : hat\n{\n    scale 0.07\n    States\n    {\n      Spawn:\n        PICC A 1\n        loop\n    }\n}\n\nactor runescape : hat\n{\n    scale 0.75\n    States\n    {\n      Spawn:\n        RSOT A 1 bright\n        loop\n    }\n}\n\nactor bunnyears : hat\n{\n    scale 0.07\n    States\n    {\n      Spawn:\n        BUNN A 1\n        loop\n    }\n}\n\nactor demonhorns : hat\n{\n    scale 0.07\n    States\n    {\n      Spawn:\n        DHOR A 1 bright\n        loop\n    }\n}\n\nactor halo : hat\n{\n\trenderstyle translucent\n\talpha 0.7\n    scale 0.05\n    States\n    {\n      Spawn:\n        HALO A 1 bright\n        loop\n    }\n}\n\nactor MariosHat : hat\n{\n    scale 0.05\n    States\n    {\n      Spawn:\n        MARI A 1\n        loop\n    }\n}\n\nactor ArbysHat : hat\n{\n    scale 0.05\n    States\n    {\n      Spawn:\n        ARBY A 1 bright\n        loop\n    }\n}\n\nactor PinkBow : hat\n{\n    scale 0.045\n    States\n    {\n      Spawn:\n        ABOW A 1\n        loop\n    }\n}\n\nactor PARTYHAT : hat\n{\n    scale 0.06\n    States\n    {\n      Spawn:\n        PART A 1\n        loop\n    }\n}\n\nactor CHEFSHAT : hat\n{\n    scale 0.065\n    States\n    {\n      Spawn:\n        CHEF A 1\n        loop\n    }\n}\n\nactor SAILORSHAT : hat\n{\n    scale 0.04\n    States\n    {\n      Spawn:\n        SAIL A 1\n        loop\n    }\n}\n\nactor METALPOT2 : hat\n{\n    radius 1\n    scale 0.0485\n    States\n    {\n      Spawn:\n        APOT A 1\n        loop\n    }\n}\n\nactor VIKINGHAT : hat\n{\n    radius 1\n    scale 0.05\n    States\n    {\n      Spawn:\n        VIKE A 1\n        loop\n    }\n}\n\nactor COWBOYHAT : hat\n{\n    radius 1\n    scale 0.04\n    States\n    {\n      Spawn:\n        COWB A 1\n        loop\n    }\n}\n\nactor GRADHAT : hat\n{\n    radius 1\n    scale 0.055\n    States\n    {\n      Spawn:\n        GRAD A 1\n        loop\n    }\n}\n\nactor PIMPHAT : hat\n{\n    radius 1\n    scale 0.055\n    States\n    {\n      Spawn:\n        PIMP A 1\n        loop\n    }\n}\n\nactor Fedorahat : hat\n{\n    scale 0.082\n    States\n    {\n      Spawn:\n        FERH A 1\n        loop\n    }\n}\n\nactor WatermelonHat: Hat\n{\n    Scale 0.2\n\n    States\n    {\n      Spawn:\n        MELO N -1\n        loop\n    }\n}\n\nactor BananaHat: Hat\n{\n    Scale 0.15\n\n    States\n    {\n      Spawn:\n        BNAN A -1\n        loop\n    }\n}\n\nactor StrawberryHat: Hat\n{\n    Scale 0.17\n\n    States\n    {\n      Spawn:\n        STBR Y -1\n        loop\n    }\n}\n\nactor SteakHat: Hat\n{\n    Scale 0.17\n\n    States\n    {\n      Spawn:\n        STEA K -1\n        loop\n    }\n}\n\nactor RocketHat: Hat\n{\n    States\n    {\n      Spawn:\n        HATR A 1 bright\n        loop\n    }\n}\n\nactor PirateHat: Hat\n{\n\tscale 0.2\n    States\n    {\n      Spawn:\n        PRTH A -1\n        loop\n    }\n}\n\nactor ProtectFromMelee: Hat\n{\n\tscale 0.45\n\talpha 0.8\n    States\n    {\n      Spawn:\n        MLEL A -1 bright\n        loop\n    }\n}\n\nactor THEAFRO: Hat\n{\n\tscale 1.2\n    States\n    {\n      Spawn:\n        TFRO A -1\n        loop\n    }\n}\n\nactor FELEMOIDBUMB: Hat\n{\n\tSCALE 0.45\n    States\n    {\n      Spawn:\n        CFLM A 10\n\t\tCFLM B 10 BRIGHT\n        loop\n    }\n}\n\nactor RocketJumperGold: Hat\n{\n\t+ROCKETTRAIL\n    States\n    {\n      Spawn:\n        GLDR A 1 bright\n        loop\n    }\n}\n\nactor CybRunnerHelmet: Hat\n{\n\tscale 0.8\n    States\n    {\n      Spawn:\n        CYBZ A -1\n        loop\n    }\n}\n\nactor CloudHat: Hat\n{\n\tSCALE 0.5\n\tRenderStyle translucent\n\talpha 0.5\n    States\n    {\n      Spawn:\n        DECL ABC 4\n\t\tDECL D 4\n\t\tDECL BC 4\n        loop\n    }\n}\n\nactor PlasmaHat : Hat\n{\n\trenderstyle translucent\n\talpha 0.8\n    States\n    {\n      Spawn:\n        PLHT AB 6 Bright\n        loop\n    }\n}\n\nactor SuperPlasmaHat : Hat\n{\n\trenderstyle translucent\n\talpha 0.8\n    States\n    {\n      Spawn:\n        PLHT A 0 Bright a_spawnitemex(\"PlasmaHatTrailA\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tPLHT A 2 Bright\n        PLHT A 0 Bright a_spawnitemex(\"PlasmaHatTrailA\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tPLHT A 2 Bright\n        PLHT A 0 Bright a_spawnitemex(\"PlasmaHatTrailA\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tPLHT A 2 Bright\n\t\tPLHT B 0 Bright a_spawnitemex(\"PlasmaHatTrailB\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tPLHT B 2 Bright\n\t\tPLHT B 0 Bright a_spawnitemex(\"PlasmaHatTrailB\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tPLHT B 2 Bright\n\t\tPLHT B 0 Bright a_spawnitemex(\"PlasmaHatTrailB\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION, 0)\n\t\tPLHT B 2 Bright\n        loop\n    }\n}\n\nactor PlasmaHatTrailA : Hat\n{\n\trenderstyle translucent\n\talpha 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\tPLHT A 6 Bright a_fadeout(0.2)\n\t\tloop\n\t}\n}\n\nactor PlasmaHatTrailB : Hat\n{\n\trenderstyle translucent\n\talpha 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\tPLHT B 6 Bright a_fadeout(0.2)\n\t\tloop\n\t}\n}\n\nactor Metroid : Hat\n{\n\tscale 0.6\n    States\n    {\n      Spawn:\n\t\tMETR AABBCCDDEEFFGGHHII 4\n\t\tloop\n    }\n}\n\nactor minisoul : Hat\n{\n\tscale 0.35\n    States\n    {\n      Spawn:\n\t\tSKUL AB 3 Bright\n\t\tloop\n    }\n}\n\nactor discohat : Hat\n{\n\tscale 0.25\n    States\n    {\n      Spawn:\n\t\tDSCO ABCDEFGHIJKL 4 Bright\n\t\tloop\n    }\n}\n\nactor PrisonHat : hat\n{\n    scale 0.045\n    States\n    {\n      Spawn:\n        PRHT A 1\n        loop\n    }\n}\n\nactor BluePartyHat : hat\n{\n    scale 0.85\n    States\n    {\n      Spawn:\n        BPHT A 1\n        loop\n    }\n}\n\nactor furhat : hat\n{\n    scale 0.9\n    States\n    {\n      Spawn:\n        FRHT A 1\n        loop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/minigame_tools.txt",
        "contents": "ACTOR DuckRocket\n{\n  Radius 11\n  Height 8\n  Speed 1\n  Damage (300)\n  Projectile\n  +ROCKETTRAIL\n  SeeSound \"weapons/rocklf\"\n  DeathSound \"weapons/rocklx\"\n  Obituary \"%o couldn't duck in time.\"\n  States\n  {\n  Spawn:\n    MISL A 1 Bright\n    Loop\n  Death:\n    MISL B 8 Bright\n    MISL C 6 Bright\n    MISL D 4 Bright\n    Stop\n  }\n}\n\nactor JumpRocket : DuckRocket\n{\n  Obituary \"%o couldn't jump in time.\"\n}\n\nactor DodgeRocket : DuckRocket\n{\n  Obituary \"%o couldn't dodge in time.\"\n}\n\nactor dizzyItem : inventory 4041\n{\n  +NOGRAVITY\n  Inventory.PickupMessage \"You got the key!\"\n  States\n  {\n  Spawn:\n    BKEY A 10\n    BKEY B 10 Bright\n    Loop\n  }\n}\n\nactor solidifier : custominventory\n{\n\tinventory.maxamount 1\n\tstates\n\t{\n\t\tpickup:\n\t\tTNT1 AA 0 a_changeflag(THRUSPECIES, 0)\n\t\tstop\n\t}\n}\n\n//spleef stuff\nactor SpleefFist: Weapon\n{\n\t+Weapon.MELEEWEAPON\n\t+WEAPON.NOAUTOAIM\n\tWeapon.Kickback 0\n\tWeapon.SlotNumber 1\n\tInventory.PickupMessage \"You really should not pick this up... HACKER!\"\n\tObituary \"%k somehow spleef'd %o. This should not be possible!\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\tReady:\n\t\tPUNG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tPUNG A 0 ACS_ExecuteAlways(3,0)\n\t\tPUNG A 1 A_Lower\n\t\tgoto Deselect+1\n\tSelect:\n\t\tPUNG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPUNG A 0 A_ReFire\n\t\tPUNG A 0 A_CustomPunch(0,1,0,\"SpleefStop\",160)\n\t\tGoto ready\n\tHold:\n\t\tPUNG B 1\n\t\tPUNG C 1\n\t\tPUNG D 1 A_CustomPunch(0,1,0,\"SpleefBreak\",160)\n\t\tPUNG C 1\n\t\tPUNG B 1\n\t\tGoto Fire\n\t}\n}\n\nactor SpleefBreak: BulletPuff\n{\n\t-SOLID\n\t+PUFFGETSOWNER\n\t+RIPPER\n\t+PUFFONACTORS\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tMelee:\n\t\tCrash:\n\t\t\tTNT1 A 2 ACS_ExecuteAlways(2,0)\n\t\t\tstop\n\t}\n}\n\nactor SpleefStop: BulletPuff\n{\n\t-SOLID\n\t+PUFFGETSOWNER\n\t+RIPPER\n\t+PUFFONACTORS\n\t+ALWAYSPUFF\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tMelee:\n\t\tCrash:\n\t\t\tTNT1 A 2 ACS_ExecuteAlways(3,0)\n\t\t\tstop\n\t}\n}\n\n//'IT' weapon\nactor tagchaina : chainsaw\n{\n\tweapon.slotnumber 1\n\tStates\n\t{\n\t\tFire:\n\t\t\tSAWG A 4 A_Saw(\"weapons/sawfull\", \"weapons/sawhit\", -1, \"bulletpuff\", SF_NOUSEAMMO, 0)\n\t\t\tSAWG A 0 acs_executealways(210, 0, 128)\n\t\t\tSAWG B 4 A_Saw(\"weapons/sawfull\", \"weapons/sawhit\", -1, \"bulletpuff\", SF_NOUSEAMMO, 0)\n\t\t\tSAWG A 0 acs_executealways(210, 0, 128)\n\t\t\tSAWG B 0 A_ReFire\n\t\t\tGoto Ready\n\t}\n}\n\nactor rounddone : Weapon\n{\n\t+Weapon.MELEEWEAPON\n\t+WEAPON.NOAUTOAIM\n\tWeapon.Kickback 0\n\tWeapon.SlotNumber 1\n\tInventory.PickupMessage \"You really should not pick this up... HACKER!\"\n\tObituary \"%k somehow spleef'd %o. This should not be possible!\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\tReady:\n\t\tPUNG A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tPUNG A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tPUNG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPUNG A 5\n\t\tGoto ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/classes.txt",
        "contents": "ACTOR monkey : PlayerPawn\n{\n  Scale 2.2\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  damagefactor \"Fun\", 0\n  species \"player\"\n  +noskin\n  +thruspecies\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  Player.DisplayName \"Chimp\"\n  Player.soundclass \"monkey\"\n  Player.ColorRange 112, 127\n  States\n  {\n  Spawn:\n    MONK A -1\n    Loop\n  See:\n    MONK ABCD 3\n    Loop\n  Pain:\n\tMONK G 3\n\tMONK G 3 A_Pain\n    Goto Spawn\n\tMissile:\n\t\tMONK E 12\n\tGoto Spawn\n\tMelee:\n\t\tMONK F 6 BRIGHT\n\tGoto Missile\n  Death:\n\tMONK HHHHHHHHHHHHHHHH 0 A_spawnitemex(\"blood\",random(-14,14),random(-14,14),random(8,48),random(0,1),random(0,1),random(0,1),random(-180,180))\n\tMONK HHHHHHHH 1 A_Spawnitemex(\"MonkeyGib\",random(-10,10),random(-10,10),random(8,48),random(1,3),random(1,3),random(1,3),random(-180,180))\n\tMONK I 8 A_PlayerScream\n\tMONK J 8 A_NoBlocking\n\tMONK K 8\n\tMONK L -1\n    Stop\n  XDeath:\n     goto death\n}\n}\n\nACTOR MonkeyGib : blood\n{\n  +NOBLOCKMAP\n  +NOTELEPORT\n  Scale 0.5\n  States\n  {\n  Spawn:\n    PLAY W 24\n    Stop\n  }\n}\n\nACTOR partycrate : PlayerPawn\n{\n  Scale 0.85\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  damagefactor \"Fun\", 0\n  species \"player\"\n  +thruspecies\n  +noskin\n  DamageFactor \"Telefrag\", 0.0\n  DamageFactor \"spawntelefrag\", 0.0\n  Player.DisplayName \"Party Crate\"\n  Player.soundclass \"Crate\"\n  Player.ColorRange 112, 127\n  States\n  {\n  Spawn:\n    CRTE A -1\n    Loop\n  See:\n    CRTE ABCD 3\n    Loop\n  Pain:\n\tCRTE G 3\n\tCRTE G 3 A_Pain\n    Goto Spawn\n\tMissile:\n\t\tCRTE E 12\n\tGoto Spawn\n\tMelee:\n\t\tCRTE F 6 BRIGHT\n\tGoto Missile\n\tdeath:\n    CRTE H 10\n    CRTE I 10 A_PlayerScream\n    CRTE J 10 A_NoBlocking\n    CRTE KLM 10\n    CRTE N -1\n    Stop\n  XDeath:\n\tgoto death\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/mapobjects.txt",
        "contents": "// \"stay the fuck away\"\nactor run_mang : Hat\n{\n    scale 0.75\n    States\n    {\n      Spawn:\n        RUNB A 1\n        loop\n    }\n}\n\n// 'It' deaths.\nACTOR itDeath\n{\n  Radius 1\n  Height 1\n  Speed 0\n  Damage (1000)\n  Projectile\n  Obituary \"%o was was absolutely anhialiatatataed.\"\n  decal \"Scorch\"\n  States\n  {\n  Spawn:\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 a_jump(256, \"explode\", \"electricute\")\n\t\tTNT1 A 100\n\t\texplode:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 a_explode(256, 256)\n\t\t\tTNT1 A 0 a_spawnitem(\"rpgexplosion\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\telectricute:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 a_explode(256, 256)\n\t\t\tTNT1 A 0 a_spawnitemex(\"slightningeffect\")\n\t\t\tTNT1 A 0 a_spawnitemex(\"slightningeffect\", 128, 0, 0)\n\t\t\tTNT1 A 0 a_spawnitemex(\"slightningeffect\", 96, 96, 0)\n\t\t\tTNT1 A 0 a_spawnitemex(\"slightningeffect\", 0, 128, 0)\n\t\t\tTNT1 A 0 a_spawnitemex(\"slightningeffect\", -96, 96, 0)\n\t\t\tTNT1 A 0 a_spawnitemex(\"slightningeffect\", 0, -128, 0)\n\t\t\tTNT1 A 0 a_spawnitemex(\"slightningeffect\", -96, -96, 0)\n\t\t\tTNT1 A 0 a_spawnitemex(\"slightningeffect\", -128, 0, 0)\n\t\t\tTNT1 A 0 a_spawnitemex(\"slightningeffect\", 96, -96, 0)\n\t\t\tTNT1 A 1\n\t\t\tStop\n  }\n}\n\nActor slightningeffect\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage (0)\n\tScale 1.0\n\tRenderStyle Add\n\tAlpha 0.5\n\t-TELESTOMP\n\t+NOBLOCKMAP\n\t-SOLID\n\t+FLOORHUGGER\n\t-ACTIVATEIMPACT\n\tmass 9999999\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"DSTHLTNG\", CHAN_AUTO)\n\tTNT1 A 0 a_jump(256, \"lightning1\", \"lightning2\", \"lightning3\", \"lightning4\", \"lightning5\", \"lightning6\")\n\tTNT1 A 100\n\tlightning1:\n\t\tHLIG A 1 bright A_Fadein(0.1)\n\t\tHLIG A 1 bright A_Fadein(0.1)\n\t\tHLIG A 1 bright A_Fadein(0.1)\n\t\tHLIG A 1 bright A_Fadein(0.1)\n\t\tHLIG A 1 bright A_Fadein(0.1)\n\tlight1loop:\n\t\tHLIG A 1 bright A_FadeOut(0.05)\n\t\tLoop\n\tlightning2:\n\t\tHLIG B 1 bright A_Fadein(0.1)\n\t\tHLIG B 1 bright A_Fadein(0.1)\n\t\tHLIG B 1 bright A_Fadein(0.1)\n\t\tHLIG B 1 bright A_Fadein(0.1)\n\t\tHLIG B 1 bright A_Fadein(0.1)\n\tlight2loop:\n\t\tHLIG B 1 bright A_FadeOut(0.05)\n\t\tLoop\n\tlightning3:\n\t\tHLIG C 1 bright A_Fadein(0.1)\n\t\tHLIG C 1 bright A_Fadein(0.1)\n\t\tHLIG C 1 bright A_Fadein(0.1)\n\t\tHLIG C 1 bright A_Fadein(0.1)\n\t\tHLIG C 1 bright A_Fadein(0.1)\n\tlight3loop:\n\t\tHLIG C 1 bright A_FadeOut(0.05)\n\t\tLoop\n\tlightning4:\n\t\tHLIG D 1 bright A_Fadein(0.1)\n\t\tHLIG D 1 bright A_Fadein(0.1)\n\t\tHLIG D 1 bright A_Fadein(0.1)\n\t\tHLIG D 1 bright A_Fadein(0.1)\n\t\tHLIG D 1 bright A_Fadein(0.1)\n\tlight4loop:\n\t\tHLIG D 1 bright A_FadeOut(0.05)\n\t\tLoop\n\tlightning5:\n\t\tHLIG E 1 bright A_Fadein(0.1)\n\t\tHLIG E 1 bright A_Fadein(0.1)\n\t\tHLIG E 1 bright A_Fadein(0.1)\n\t\tHLIG E 1 bright A_Fadein(0.1)\n\t\tHLIG E 1 bright A_Fadein(0.1)\n\tlight5loop:\n\t\tHLIG E 1 bright A_FadeOut(0.05)\n\t\tLoop\n\tlightning6:\n\t\tHLIG F 1 bright A_Fadein(0.1)\n\t\tHLIG F 1 bright A_Fadein(0.1)\n\t\tHLIG F 1 bright A_Fadein(0.1)\n\t\tHLIG F 1 bright A_Fadein(0.1)\n\t\tHLIG F 1 bright A_Fadein(0.1)\n\tlight6loop:\n\t\tHLIG F 1 bright A_FadeOut(0.05)\n\t\tLoop\n\n\t}\n}\n\nactor rpgExplosion\n{\n\tObituary \"%o was obliterated by %k's rocket launcher.\"\n\trenderstyle translucent\n\talpha 1.0\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\tradius 1\n\theight 1\n\tscale 1.25\n\tStates\n\t{\n\tSpawn:\n\t\tNKXP A 0\n\t\tNKXP A 0 A_spawndebris(\"rpgflame\", 0, 3.5, 1.5)\n\t\tNKXP A 0 A_spawndebris(\"rpgflamesmoke\", 0, 2.0, 1.2)\n\t\tNKXP A 0 A_spawndebris(\"rpgflamesmoke\", 0, 2.0, 1.2)\n\t\tNKXP A 0 A_spawndebris(\"rpgflamesmoke\", 0, 2.0, 1.2)\n\t\tNKXP A 0 A_PlaySound(\"DSQKLDTH\", CHAN_AUTO)\n\t\tNKXP A 0 radius_quake(2, 15, 0, 256, 0)\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 1 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nactor rpgflamesmoke\n{\n\thealth 10\n\tPROJECTILE\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+clientsideonly\n\t-activateimpact\n\tscale 0.25\n\trenderstyle translucent\n    Radius 6\n\theight 6\n\tspeed 0\n\tdamage 0\n    Obituary \"%o died from %k's rocket debris.\"\n    States\n    {\n    Spawn:\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1 A_FADEOUT(0.03)\n\t\tloop\n    Death:\n        TNT1 A 1\n\t\tSTOP\n    }\n}\n\nactor rpgflame\n{\n\thealth 10\n\tPROJECTILE\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\tscale 0.1\n    Radius 6\n\theight 6\n\tspeed 0\n\tdamage (0)\n\trenderstyle translucent\n\talpha 0.7\n    Obituary \"%o died from %k's rocket debris.\"\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 a_jump(256, \"sprite1\", \"sprite2\", \"sprite3\")\n\t\tsprite1:\n\t\tBFIR A 1 bright\n\t\tgoto sprite1\n\t\tsprite2:\n\t\tBFIR B 1 bright\n\t\tgoto sprite2\n\t\tsprite3:\n\t\tBFIR C 1 bright\n\t\tgoto sprite3\n    Death:\n        TNT1 A 1\n\t\tSTOP\n    }\n}\n\nactor rpgExplosion2\n{\n\tObituary \"%o couldn't escape in time.\"\n\trenderstyle translucent\n\talpha 1.0\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\tradius 1\n\theight 1\n\tscale 1.25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 a_explode(256, 128)\n\t\tNKXP A 0\n\t\tNKXP A 0 A_spawndebris(\"rpgflame\", 0, 3.5, 1.5)\n\t\tNKXP A 0 A_spawndebris(\"rpgflamesmoke\", 0, 2.0, 1.2)\n\t\tNKXP A 0 A_spawndebris(\"rpgflamesmoke\", 0, 2.0, 1.2)\n\t\tNKXP A 0 A_spawndebris(\"rpgflamesmoke\", 0, 2.0, 1.2)\n\t\tNKXP A 0 A_PlaySound(\"DSQKLDTH\", CHAN_AUTO)\n\t\tNKXP A 0 radius_quake(2, 15, 0, 256, 0)\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 1 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nactor PingPong 6969\n{\nSpeed 50\nRadius 64\nHeight 128\nDamage 1000\nBounceType Grenade\nMass 100\nProjectile\nBounceFactor 1.0\nWallBounceFactor 1.0\n/*+DONTREFLECT\n+NOGRAVITY\n+SOLID\n+BOUNCEONWALLS\n+ALLOWBOUNCEONACTORS\n+BOUNCEONACTORS\n+FORCEXYBILLBOARD\n+BOUNCEONFLOORS\n+BOUNCEONCEILINGS*/\nStates\n{\nSpawn:\nPONG A 95 //A_ScaleVelocity(1.05)\nloop\nDeath:\nPONG A 1 A_Jump(255,\"Spawn\")\nloop\n}\n}\n\nACTOR Kamikaze\n{\nMonster\nRadius 20\nHeight 56\nHealth 100\nMass 100\nSpeed 10\nPainChance 160\nSeeSound \"suicide/sit\"\nAttackSound \"shotguy/death\"\nPainSound \"shotguy/pain\"\nDeathSound \"shotguy/death\"\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+LOOKALLAROUND\n+NODROPOFF\nSpecies \"Kamikaze\"\nMaxDropOffHeight 32\nMaxStepHeight 32\nObituary \"%o was exploded by a crazy suicide bomber.\"\nvar int user_wander;\nStates\n{\n\tSpawn:\n        BMBE A 10 A_Look\n        Loop\n\tSee:\n\t\tBMBE A 0 A_PlaySound(\"suicide/scream\")\n\t\tBMBE A 0 A_Jump(32,\"Jump\")\n\t\tBMBE A 0 A_Jump(50,\"GiveUp\")\n        BMBE AABBCCDD 3 A_Chase\n\t\tLoop\n    GiveUp:\n\t    BMBE A 0 A_JumpIfTargetInLos(\"See\")\n\t    BMBE A 1 A_ClearTarget\n\t    Goto Idle\n    Idle:\n\t    BMBE A 0 A_JumpIf(user_wander >= 6,\"Checking\")\n\t    BMBE A 0 A_Look\n\t\tBMBE A 0 A_ChangeFlag(\"Ambush\",1)\n        BMBE AA 3 A_Wander\n\t    BMBE B 0 A_Look\n        BMBE BB 3 A_Wander\n\t    BMBE C 0 A_Look\n        BMBE CC 3 A_Wander\n\t    BMBE D 0 A_Look\n\t\tBMBE D 0 A_SetUserVar(\"user_wander\",user_wander+1)\n        BMBE DD 3 A_Wander\n\t\tLoop\n\t Checking:\n\t    BMBE A 0 A_SetUserVar(\"user_wander\",0)\n\t\tBMBE A 0 A_SetAngle(angle+40)\n\t\tBMBE A 15 A_Look\n\t\tBMBE A 0 A_SetAngle(angle+40)\n\t\tBMBE A 15 A_Look\n\t\tBMBE A 0 A_SetAngle(angle+40)\n\t\tBMBE A 15 A_Look\n\t\tBMBE A 0 A_SetAngle(angle+40)\n\t\tBMBE A 15 A_Look\n\t\tBMBE A 0 A_Jump(128,\"Checking\")\n\t\tGoto Idle\n\tJump:\n\t\tBMBE A 0 A_JumpIf(momz != 0,\"See\")\n\t\tBMBE A 0 A_SetAngle(random(0,359))\n\t    BMBE A 0 ThrustThingZ(0,35,0,0)\n\t    BMBE A 3 A_Recoil(-8)\n\t\tBMBE A 0 A_Recoil(-0.1)\n        BMBE A 1 A_CheckFloor(\"See\")\n\t    BMBE A 1 A_JumpIf(momz==0,\"See\")\n\t\tGoto Jump+4\n\tMissile:\n\t    BMBE A 1 A_FaceTarget\n        BMBE A 0 A_FaceTarget\n\t\tBMBE A 0 A_SpidRefire\n\t\tBMBE A 0 A_PlayWeaponSound(\"suicide/scream\")\n\t\tBMBE A 0 A_FaceTarget\n\t\tBMBE A 0 A_GiveInventory(\"Jumping\",1)\n        BMBE A 0 A_Recoil(-11)\n\t\tBMBE A 0 ACS_ExecuteAlways(799,0,0,0,0)\n        BMBE ABCD 1 A_JumpIfCloser(90,\"Melee\")\n\t\tBMBE A 0 A_FaceTarget\n\t\tBMBE A 0 A_Recoil(-11)\n\t\tBMBE A 0 ACS_ExecuteAlways(799,0,0,0,0)\n        BMBE ABCD 1 A_JumpIfCloser(90,\"Melee\")\n\t\tBMBE A 0 A_FaceTarget\n\t\tBMBE A 0 A_Recoil(-11)\n\t\tBMBE A 0 ACS_ExecuteAlways(799,0,0,0,0)\n        BMBE ABCD 1 A_JumpIfCloser(90,\"Melee\")\n\t\tBMBE A 0 A_FaceTarget\n\t\tBMBE A 0 A_Recoil(-11)\n\t\tBMBE A 0 A_JumpIf(z - floorz >= 15,\"ChargeStop\")\n        BMBE ABCD 1 A_JumpIfCloser(90,\"Melee\")\n        Loop\n      ChargeStop:\n        BMBE A 1 A_Stop\n        Goto See\n\t Melee:\n\t \tBMBE A 0\n\t\tBMBE A 0 A_CustomMissile(\"ssuicidebomb\")\n\t    BMBE A 0 A_Stop\n        BMBE A 1 A_Die\n        Goto See\n\t Pain:\n        BMBE A 3\n\t\tBMBE A 3 A_Pain\n        Goto See\n\t Death:\n        BMBE AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n        BMBE M 5 bright A_PlaySound(\"weapons/rocklx\")\n        BMBE N 5 bright A_XScream\n        BMBE O 5 A_NoBlocking\n        BMBE PQRST 5\n        BMBE U -1\n        Stop\n\t\t}\n}\n\nACTOR ssuicidebomb\n{\n    Projectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tStates\n\t{\n    Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(40,178)\n    Stop\n\t}\n}\n\nActor Jumping : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Pickup:\n    NULL A 1\n    NULL A 1 A_CheckFloor(1)\n    Stop\n\tNULL A 1 A_Jump(160,2)\n\tNULL A 1 ThrustThingZ(0,25,0,1)\n    Stop\n\tNULL A 1\n    Stop\n  }\n}\n\nActor BigKamikaze\n{\nObituary \"%o was exploded by a giant suicide bomber !\"\nMonster\nRadius 20\nHeight 90\nHealth 300\nMass 100\nSpeed 10\nPainChance 160\nScale 1.6\nSeeSound \"suicide/sit\"\nAttackSound \"shotguy/death\"\nPainSound \"shotguy/pain\"\nDeathSound \"shotguy/death\"\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+DONTHARMSPECIES\n+LOOKALLAROUND\n+NODROPOFF\nSpecies \"Kamikaze\"\nMaxDropOffHeight 32\nMaxStepHeight 32\nObituary \"%o was exploded by a crazy suicide bomber.\"\nvar int user_wander;\nStates\n{\n\tSpawn:\n        BKAM A 10 A_Look\n        Loop\n\tSee:\n\t\tBKAM A 0 A_PlaySound(\"suicide/scream\")\n\t\tBKAM A 0 A_Jump(50,\"GiveUp\")\n        BKAM AABBAABB 3 A_Chase\n\t\tLoop\n    GiveUp:\n\t    BKAM A 0 A_JumpIfTargetInLos(\"See\")\n\t    BKAM A 1 A_ClearTarget\n\t    Goto Idle\n    Idle:\n\t    BKAM A 0 A_JumpIf(user_wander >= 6,\"Checking\")\n\t    BKAM A 0 A_Look\n\t\tBKAM A 0 A_ChangeFlag(\"Ambush\",1)\n        BKAM AA 3 A_Wander\n\t    BKAM B 0 A_Look\n        BKAM BB 3 A_Wander\n\t    BKAM A 0 A_Look\n        BKAM AA 3 A_Wander\n\t    BKAM B 0 A_Look\n\t\tBKAM B 0 A_SetUserVar(\"user_wander\",user_wander+1)\n        BKAM BB 3 A_Wander\n\t\tLoop\n\t  Checking:\n\t    BKAM A 0 A_SetUserVar(\"user_wander\",0)\n\t\tBKAM A 0 A_SetAngle(angle+40)\n\t\tBKAM A 15 A_Look\n\t\tBKAM A 0 A_SetAngle(angle+40)\n\t\tBKAM A 15 A_Look\n\t\tBKAM A 0 A_SetAngle(angle+40)\n\t\tBKAM A 15 A_Look\n\t\tBKAM A 0 A_SetAngle(angle+40)\n\t\tBKAM A 15 A_Look\n\t\tBKAM A 0 A_Jump(128,\"Checking\")\n\t\tGoto Idle\n\tMissile:\n\t    BKAM A 1 A_FaceTarget\n        BKAM A 0 A_FaceTarget\n\t\tBKAM A 0 A_SpidRefire\n\t\tBKAM A 0 A_PlayWeaponSound(\"suicide/scream\")\n\t\tBKAM A 0 A_FaceTarget\n\t\tBKAM A 0 A_GiveInventory(\"Jumping\",1)\n        BKAM A 0 A_Recoil(-11)\n\t\tBKAM A 0 ACS_ExecuteAlways(799,0,0,0,0)\n        BKAM ABAB 1 A_JumpIfCloser(90,\"Melee\")\n\t\tBKAM A 0 A_FaceTarget\n\t\tBKAM A 0 A_Recoil(-11)\n\t\tBKAM A 0 ACS_ExecuteAlways(799,0,0,0,0)\n        BKAM ABAB 1 A_JumpIfCloser(90,\"Melee\")\n\t\tBKAM A 0 A_FaceTarget\n\t\tBKAM A 0 A_Recoil(-11)\n\t\tBKAM A 0 ACS_ExecuteAlways(799,0,0,0,0)\n        BKAM ABAB 1 A_JumpIfCloser(90,\"Melee\")\n\t\tBKAM A 0 A_FaceTarget\n\t\tBKAM A 0 A_Recoil(-11)\n\t\tBKAM A 0 A_JumpIf(z - floorz >= 15,\"ChargeStop\")\n        BKAM ABAB 1 A_JumpIfCloser(90,\"Melee\")\n        Loop\n      ChargeStop:\n        BKAM A 1 A_Stop\n        Goto See\n\t Melee:\n\t \tBKAM A 0\n\t\tBKAM A 0 A_CustomMissile(\"Bigssuicidebomb\")\n\t    BKAM A 0 A_Stop\n        BKAM A 1 A_Die\n        Goto See\n\t Pain:\n        BKAM A 3\n\t\tBKAM A 3 A_Pain\n        Goto See\n\t Death:\n        BKAM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"Gibs1\",random(20,40),0,random(0,360),2,random(-100,100))\n\t\tBKAM M 0 bright A_Stop\n\t\tBKAM M 5 bright A_PlaySound(\"weapons/rocklx\")\n\t\tBKAM N 5 bright\n\t\tBKAM O 5 A_NoBlocking\n\t\tBKAM PQRST 5\n\t\tBKAM U -1\n        Stop\n\t\t}\n}\n\nACTOR Bigssuicidebomb\n{\n    Projectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tStates\n\t{\n    Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(188,384)\n    Stop\n\t}\n}\n\n//==========================================================\n//\n//        Cracko Demon\n//\n//        made by .+:icytux:+.\n//\n//==========================================================\n\n ACTOR CrackoDemon 5123\n{\n//$Category DECORATE\n    scale 2\n\tHealth 99999\n\tSpeed 55\n\tRadius 48\n\tHeight 100\n\tPainChance 30\n        BloodColor \"FF 00 00\"\n\tMass 1000\n        Meleedamage 100\n\tSeeSound \"Cracko/See\"\n\tActiveSound \"Caco/Active\"\n\tPainSound \"Cracko/Pain\"\n\tDeathSound \"Caco/Death\"\n        MeleeSound \"Caco/Melee\"\n\tObituary \"%o Was Shocked By The Cracko Demon\"\n        HitObituary \"%o Was Crounched By The Cracko Demon\"\n\tMONSTER\n        +DONTHURTSPECIES\n        +Missilemore\n        +NOGRAVITY\n\t\t+QUICKTORETALIATE\n+NOINFIGHTING\n\t+FLOAT\n        +FLOATBOB\n\t  +BOSS\n        States\n   {\n   Spawn:\n      HED9 A 10 A_Look\n      Loop\n   See:\n      HED9 A 3 A_Chase\n      Loop\n   Melee:\n      HED9 B 5 A_FaceTarget\n      HED9 C 5 bright A_FaceTarget\n      HED9 D 5 bright A_Meleeattack\n      HED9 B 5\n   Goto See\n   Missile:\n      HED9 A 0 A_Jump(256, \"boom\", \"spam\", \"green\", \"morespam\")\n      HED9 B 5 A_FaceTarget\n      HED9 C 5 bright A_FaceTarget\n      HED9 D 5 A_FaceTarget\n      HED9 B 0 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, 0, 1)\n      HED9 B 0 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, -8, 1)\n      HED9 B 5 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, 8, 1)\n      Goto See\n\t  boom:\n      HED9 B 5 A_FaceTarget\n      HED9 C 5 bright A_CustomMissile(\"Blusoul\", 48, 0, 0, 1)\n      HED9 C 5 bright A_CustomMissile(\"Blusoul\", 48, 0, -8, 1)\n      HED9 C 5 bright A_CustomMissile(\"Blusoul\", 48, 0, 8, 1)\n      HED9 D 5 bright A_facetarget\n      HED9 B 5 bright\n      Goto See\n\t  spam:\n      HED9 B 5 A_FaceTarget\n      HED9 C 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, 16, 1)\n      HED9 C 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, 12, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 C 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, 8, 1)\n      HED9 C 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, 4, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 D 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, 0, 1)\n      HED9 D 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, -4, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 D 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, -8, 1)\n      HED9 D 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, -12, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 B 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, -16, 1)\n      HED9 B 4 bright\n      Goto See\n\t  green:\n\t  HED9 B 5 A_FaceTarget\n\t  HED9 C 1 bright A_CustomMissile(\"crhectshot\", 48, 0, 0, 1)\n\t  HED9 C 1 bright A_CustomMissile(\"crhectshot\", 48, 0, 0, 1)\n\t  HED9 C 1 bright A_CustomMissile(\"crhectshot\", 48, 0, 0, 1)\n\t  HED9 C 1 bright A_CustomMissile(\"crhectshot\", 48, 0, 0, 1)\n\t  HED9 C 1 bright A_CustomMissile(\"crhectshot\", 48, 0, 0, 1)\n\t  HED9 C 1 bright A_CustomMissile(\"crhectshot\", 48, 0, 0, 1)\n\t  HED9 C 1 bright A_CustomMissile(\"crhectshot\", 48, 0, 0, 1)\n\t  HED9 C 1 bright A_CustomMissile(\"crhectshot\", 48, 0, 0, 1)\n\t  HED9 C 1 bright A_CustomMissile(\"crhectshot\", 48, 0, 0, 1)\n\t  Goto See\n\t  morespam:\n      HED9 B 5 A_FaceTarget\n      HED9 C 2 bright A_CustomMissile(\"CacodemonBall\", 48, 0, 16, 1)\n      HED9 C 2 bright A_CustomMissile(\"CacodemonBall\", 48, 0, 12, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 C 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, 8, 1)\n      HED9 C 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, 4, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 D 2 bright A_CustomMissile(\"fatshot\", 48, 0, 0, 1)\n      HED9 D 2 bright A_CustomMissile(\"fatshot\", 48, 0, -4, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 D 2 bright A_CustomMissile(\"BaronBall\", 48, 0, -8, 1)\n      HED9 D 2 bright A_CustomMissile(\"BaronBall\", 48, 0, -12, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 B 2 bright A_CustomMissile(\"darkimpball\", 24, 0, -16, 1)\n      HED9 B 4 bright\n      HED9 B 5 A_FaceTarget\n      HED9 C 2 bright A_CustomMissile(\"CacodemonBall\", 48, 0, 16, 1)\n      HED9 C 2 bright A_CustomMissile(\"CacodemonBall\", 48, 0, 12, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 C 2 bright A_CustomMissile(\"darkimpball\", 48, 0, 8, 1)\n      HED9 C 2 bright A_CustomMissile(\"darkimpball\", 48, 0, 4, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 D 2 bright A_CustomMissile(\"RevenantTracer\", 48, 0, 0, 1)\n      HED9 D 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, -4, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 D 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, -8, 1)\n      HED9 D 2 bright A_CustomMissile(\"RevenantTracer\", 48, 0, -12, 1)\n      HED9 B 0 A_FaceTarget\n      HED9 B 2 bright A_CustomMissile(\"CrackodemonBall\", 48, 0, -16, 1)\n      HED9 B 4 bright\n\t  Goto See\n   Pain:\n      HED9 E 3\n      HED9 E 3 A_Pain\n      HED9 F 6\n      Goto See\n   Death:\n      HED9 G 8 A_ChangeFlag(FLOATBOB,0)\n      HED9 H 8 A_Scream\n      HED9 IJ 8\n      HED9 K 8 A_NoBlocking\n      HED9 L -1 A_SetFloorClip\n      Stop\n   Raise:\n      HED9 L 8 A_UnsetFloorClip\n      HED9 KJIHG 8\n      Goto See\n   }\n}\n\nActor CrackodemonBall\n{\n    Radius 8\n    Height 6\n    Speed 80\n    Damage 8\n        PROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"Crack/see\"\n\tDeathSound \"Crack/death\"\n\tStates\n\t{\n\tSpawn:\n\t   BAL9 AAAABBBB 1 BRIGHT A_SpawnItemEx(\"CrackoBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t   Loop\n\tDeath:\n\t   BAL9 CDE 6 BRIGHT\n\t   Stop\n\t}\n}\n\nactor crhectshot : hectshot\n{\n\tspeed 60\n}\n\nActor CrackoBallTrail\n{\n    Radius 1\n    Height 1\n    +NOCLIP\n    +NOGRAVITY\n    +FLOAT\n    Renderstyle ADD\n    Alpha 0.5\n    States\n    {\n    Spawn:\n        BAL9 AB 2 Bright A_FadeOut (0.1)\n        loop\n    }\n}\n\nActor Blusoul : CrackodemonBall\n{\n    Radius 12\n    Height 24\n    Speed 50\n    Damage 20\n    ExplosionDamage 15\n    ExplosionRadius 64\n    SeeSound \"Blusoul/see\"\n    DeathSound \"Blusoul/death\"\n    States\n    {\n    Spawn:\n       SKUD CCCCDDDD 1 BRIGHT A_SpawnItemEx(\"BlusoulTrail\", 0, 0, 16, 0, 0, 0, 0, 128)\n       Loop\n    Death:\n       SKUD H 4 BRIGHT A_Mushroom(\"CrackodemonBall\", 8)\n       SKUD I 4 BRIGHT A_Explode\n       SKUD JK 4 BRIGHT\n       stop\n    }\n}\n\nActor BlusoulTrail\n{\n    Radius 1\n    Height 1\n    +NOCLIP\n    +NOGRAVITY\n    +FLOAT\n    Renderstyle ADD\n    Alpha 0.5\n    States\n    {\n    Spawn:\n        BAL9 A 0 A_CStaffMissileSlither\n        BAL9 AB 4 BRIGHT A_FadeOut (0.1)\n        loop\n    }\n}\n\nactor OMGWHALE 2389\n{\n  obituary \"%o got too close to the whale's blowhole.\"\n  hitobituary \"%o was flattened by entering the mother whale's territory.\"\n  health 111111\n  radius 60\n  height 90\n  mass 400\n  speed 16\n  painchance 1\n  seesound \"OMGWHALE/see\"\n  painsound \"caco/pain\"\n  deathsound \"caco/death\"\n  activesound \"caco/active\"\n  attacksound \"caco/melee\"\n    MONSTER\n  +QUICKTORETALIATE\n  +BOSS\n  +FLOORCLIP\n  +FLOAT\n  +NOGRAVITY\n+NOINFIGHTING\n  states\n  {\n  Spawn:\n    SHTW A 10 A_Look\n    loop\n  See:\n    SHTW A 1 A_Chase\n    loop\n  Missile:\n  \tSHTW A 0 A_Jump(256, \"lava\", \"impballz\")\n\tlava:\n    SHTW A 5 A_FaceTarget\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tSHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tSHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tSHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tSHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tSHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tSHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tSHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tSHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tSHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"beastball2\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    goto See\n\timpballz:\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n    SHTW A 1 bright A_CustomMissile(\"darkimpball\", 45,random(-100, 100),random(-100, 100),1,random(-100, 100))\n\tgoto See\n  Pain:\n    SHTW A 3\n    SHTW A 3 A_Pain\n    SHTW A 6\n    goto See\n  Death:\n    SHTW A 8\n    SHTW A 8 A_Scream\n    SHTW A 8\n    SHTW A 8 A_NoBlocking\n    SHTW A -1 A_SetFloorClip\n    stop\n  Raise:\n    SHTW A 8 A_UnSetFloorClip\n    SHTW A 8\n    goto See\n  }\n}\n\nactor BeastBall2 : Volcanoblast\n{\n  spawnid 120\n  radius 9\n  height 8\n  speed 15\n  damage 20\n  seesound \"beast/attack\"\n  deathsound \"weapons/phoenixhit\"\n  damagetype fire\n  Projectile\n  states\n  {\n  Spawn:\n    VFBL A 0 bright A_CustomMissile (\"wraithfx2\",0,0)\n    VFBL A 4 bright A_SpawnItemEx(\"Puffy\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,\n\t\t\t\t\t\t\t\t\t0,0,0,0,SXF_ABSOLUTEPOSITION, 64)\n    VFBL B 4 bright A_SpawnItemEx(\"Puffy\", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,\n\t\t\t\t\t\t\t\t\t0,0,0,0,SXF_ABSOLUTEPOSITION, 64)\n    loop\n  Death:\n    XPL1 A 4 BRIGHT A_VolcBallImpact\n    XPL1 BCDEF 4 bright\n    stop\n  }\n}\n\nactor hevrocket : rocket\n{\n\tspeed 50\n}\n\nactor hevgrenade : grenade\n{\n\tspeed 65\n}\n\nactor hevplasmaball : plasmaball\n{\n\tspeed 80\n}\n\n// Heaven Guard\n\nACTOR HeavenGuard 12345\n{\n  Health 18000\n  Radius 20\n  Height 56\n  Speed 40\n  PainChance 0\n  Monster\n  +FLOORCLIP\n  +NODROPOFF // prevents dodging off cliffs\n  +DONTHURTSPECIES\n+NOINFIGHTING\n  species \"meme\"\n  SeeSound \"heavenguard/sight\"\n  PainSound \"heavenguard/pain\"\n  DeathSound \"heavenguard/death\"\n  ActiveSound \"heavenguard/active\"\n  Obituary \"%o was purified by the heaven gaurd\"\n  States\n  {\n  Spawn:\n    HEVN AB 10 A_Look\n    Loop\n  See:\n    HEVN A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n    HEVN AABBCCDD 2 A_Chase\n    Loop\n  Missile:\n    HEVN A 0 A_Jump(256, \"Grenades\", \"rockets\", \"flamer\", \"plasma\")\n\tbullets:\n\tHEVN E 0 A_PlaySound(\"heavenguard/attack\",CHAN_VOICE)\n    HEVN E 4 A_FaceTarget\n    HEVN F 3 BRIGHT A_CustomBulletAttack(4, 2, 1, random(5,8), \"bulletpuff\", 0)\n    HEVN F 1 A_PlaySound(\"DSSHOTGN\")\n    HEVN F 3 BRIGHT A_CustomBulletAttack(4, 2, 1, random(5,8), \"bulletpuff\", 0)\n    HEVN F 3 A_PlaySound(\"DSSHOTGN\")\n    HEVN F 3 BRIGHT A_CustomBulletAttack(4, 2, 1, random(5,8), \"bulletpuff\", 0)\n    HEVN F 3 BRIGHT A_CustomBulletAttack(4, 2, 1, random(5,8), \"bulletpuff\", 0)\n    HEVN F 1 A_PlaySound(\"DSSHOTGN\")\n    HEVN F 3 BRIGHT A_CustomBulletAttack(4, 2, 1, random(5,8), \"bulletpuff\", 0)\n    HEVN E 4\n    Goto See\n  Grenades:\n    HEVN E 0 A_PlaySound(\"heavenguard/attack\",CHAN_VOICE)\n    HEVN E 4 A_FaceTarget\n    HEVN F 3 BRIGHT A_CustomMissile(\"hevGrenade\", 29, 0, 0, 0, 0)\n    HEVN E 1 A_FaceTarget\n\tHEVN F 4 BRIGHT A_CustomMissile(\"hevGrenade\", 29, 0, 0, 0, 0)\n    HEVN E 1\n    Goto See\n  Rockets:\n    HEVN E 0 A_PlaySound(\"heavenguard/attack\",CHAN_VOICE)\n\tHEVN EEEEE 1 A_FaceTarget\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevrocket\", 29, 0, 0, 0, 0)\n\tHEVN E 1\n    HEVN F 1 BRIGHT A_CustomMissile(\"hevrocket\", 29, 30, 0, 0, 0)\n\tHEVN E 1\n    HEVN F 1 BRIGHT A_CustomMissile(\"hevrocket\", 29, -30, 0, 0, 0)\n\tGoto See\n  flamer:\n\tHEVN E 0 A_PlaySound(\"heavenguard/attack\",CHAN_VOICE)\n\tHEVN EEEEE 1 A_FaceTarget\n\tHEVN E 4 A_FatAttack3\n\tHEVN E 4 A_FatAttack1\n\tHEVN E 4 A_FatAttack2\n\tHEVN E 4 A_FatAttack3\n\tHEVN E 4 A_FatAttack1\n\tHEVN E 4 A_FatAttack2\n\tgoto see\n  Plasma:\n\tHEVN E 0 A_PlaySound(\"heavenguard/attack\",CHAN_VOICE)\n\tHEVN EEEEE 1 A_FaceTarget\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tHEVN F 1 BRIGHT A_CustomMissile(\"hevPlasmaBall\", 29, random( -30, 30), random(-10,10), random(-10,10), random(-10,10))\n\tHEVN E 2\n\tgoto see\n  Pain:\n    HEVN A 2 A_Pain\n    // Intentional fall-through.\n  Dodge:\n    HEVN AAAABBBBCCCCDDDD 1 A_Chase(\"\", \"Missile\", CHF_FASTCHASE)\n\tGoto See\n  Retreat:\n    HEVN A 0 A_PlaySound(\"heavenguard/retreat\",CHAN_VOICE)\n    HEVN A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n    HEVN AAAABBBBCCCCDDDD 1 A_Chase //(\"\", \"Missile\", CHF_FASTCHASE)\n\tGoto Retreat+2\n  Death:\n    HEVN H 5\n    HEVN I 5 A_Scream\n    HEVN J 5 A_NoBlocking\n    HEVN KLM 5\n    HEVN N -1\n    Stop\n  Raise:\n    HEVN M 5\n    HEVN LKJIH 5\n    Goto See\n  }\n}\n\nACTOR RailBot 23456\n{\n  Health 30\n  Radius 16\n  Height 16\n  Speed 4\n  Painchance 128\n  Mass 10000000\n  obituary \"%o was zapped by a railbot.\"\n  painsound \"Railbot/pain\"\n  deathsound \"Railbot/death\"\n  Monster\n  +AMBUSH\n  +SPAWNCEILING\n  +NOGRAVITY\n  +NOBLOOD\n  +NOSPLASHALERT\n  +DONTFALL\n  States\n  {\n  Spawn:\n    AGUN A 5 A_Look\n    Loop\n  See:\n    AGUN AAAAAAAAAA 2 A_Chase\n    AGUN A 0 A_PlaySound (\"Railbot/Beep\")\n    Loop\n  Missile:\n    AGUN A 8 A_FaceTarget\n    AGUN C 2\n    AGUN C 0 A_CustomMissile (RailBotBeam, -1, -4, 0, 1)\n    AGUN C 0 A_CustomMissile (RailBotBeam, -1, 4, 0, 1)\n    AGUN B 2\n    AGUN A 4 A_FaceTarget\n    AGUN C 2\n    AGUN C 0 A_CustomMissile (RailBotBeam, -1, -4, 0, 1)\n    AGUN C 0 A_CustomMissile (RailBotBeam, -1, 4, 0, 1)\n    AGUN B 2\n    AGUN A 4 A_FaceTarget\n    AGUN C 2\n    AGUN C 0 A_CustomMissile (RailBotBeam, -1, -4, 0, 1)\n    AGUN C 0 A_CustomMissile (RailBotBeam, -1, 4, 0, 1)\n    AGUN B 2\n    AGUN A 4 A_FaceTarget\n    goto See\n  Pain:\n    AGUN A 2 A_Pain\n    AGUN A 0 A_Chase\n    goto See\n  Death:\n    AGUN A 48 A_Scream\n    AGUN A 4\n    AGUN A 0 A_SpawnItemEx (RailBotBoom, 0, 0, -4, 0, 0, 0, 0, 128)\n    AGUN A 0 A_PlaySound (\"weapons/rocklx\")\n    AGUN D -1\n    Stop\n  }\n}\n\nActor RailBotBeam : MageWandMissile\n{\n  speed 50\n  damage 3\n  -RIPPER\n  -BLOODSPLATTER\n  +SPAWNSOUNDSOURCE\n  +NOEXTREMEDEATH\n  +STRIFEDAMAGE\n  SeeSound \"Railbot/Fire\"\n  DeathSound \"Laser/Bounce\"\n  Decal Bulletchip\n  States\n  {\n  Death:\n    TNT1 A 1\n    TNT1 AAAAAAAAAAAAAAA 0 bright A_SpawnItemEx (BeamParticle, 0, 0, 0, random(1,4), random(1,4), random(1,-1), random(0,360), 128)\n    Stop\n  }\n}\n\nACTOR BeamTrail : MageWandSmoke replaces MageWandSmoke\n{\n  RenderStyle Add\n  Alpha 0.75\n  Scale 0.025\n  +NOINTERACTION\n  States\n  {\n  Spawn:\n    OPRT A 2 bright\n  Fade:\n    OPRT A 1 bright A_FadeOut(0.1)\n    loop\n  }\n}\n\nActor BeamParticle\n{\n  radius 2\n  height 2\n  speed 0\n  damage 0\n  scale 0.005\n  RenderStyle Add\n  Alpha 0.75\n  +MISSILE\n  +LOWGRAVITY\n  +NOBLOCKMAP\n  +NOTELEPORT\n  +NOCLIP\n  +DONTSPLASH\n  -BLOODSPLATTER\n  states\n  {\n  Spawn:\n    OPRT B 2 bright A_FadeOut(0.1)\n    loop\n  }\n}\n\nactor RailBotBoom\n{\n  Radius 2\n  Height 2\n  Speed 0\n  Damage 0\n  Scale 0.75\n  renderstyle Add\n  Projectile\n  +NOCLIP\n  States\n  {\n  Spawn:\n  Death:\n    MISL B 8 bright\n    MISL C 6 bright\n    MISL D 4 bright\n    stop\n  }\n}\n\nActor ZCorpseBurning 23422\n{\n  Health 99999\n  Radius 16\n  Height 16\n  Speed 4\n  Painchance 0\n  Mass 10000000\n  monster\n\t+SOLID\n\tRadius 8\n\tHeight 100\n\n\tStates\n\t{\n\tSpawn:\n\t\tWBRN ABCDEFG 4 Bright\n\t\tLoop\n  See:\n\t\tWBRN ABCDEFG 4 Bright\n    Loop\n  Missile:\n\t\tWBRN ABCDEFG 4 Bright\n    goto See\n  Pain:\n\t\tWBRN ABCDEFG 4 Bright\n    goto See\n  Death:\n\t\tWBRN ABCDEFG 4 Bright\n    Stop\n\t}\n}\n\nACTOR Avatar 30125\n{\nHealth 4000\nPainChance 0\nSpeed 30\nRadius 30\nHeight 96\nMass 2000\nMONSTER\n+FLOORCLIP\n+NORADIUSDMG\n+BOSS\n+NOTARGET\n+NOINFIGHTING\nObituary \"%o has recieved his judgement from the dark avatar!\"\nSeeSound \"monster/avasit\"\nPainSound \"monster/avapai\"\nDeathSound \"monster/avadth\"\nActiveSound \"monster/avaact\"\nSpawnID 170\nStates\n   {\n   Spawn:\n       AVAT AB 10 A_Look\n       Loop\n   See:\n       AVAT AABBCCDD 3 A_Chase\n       Loop\n   Missile:\n       AVAT B 0 A_Jump(256, \"missile1\", \"missile2\", \"missile3\", \"missile4\")\n       AVAT B 0\n\t   Goto See\n   Missile1: //Red Lightning\n       AVAT E 0 Bright A_FaceTarget\n       AVAT E 1 Bright A_PlaySound (\"monster/avaatk\")\n       AVAT EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 Bright A_FaceTarget\n       AVAT F 1 Bright A_PlaySound (\"MageLightningFire\")\n       AVAT F 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,15,2,-45)\n       AVAT F 0 Bright A_CustomMissile (\"RedLiteBot\",0,0,15,2,-45)\n       AVAT F 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,0,2,45)\n       AVAT F 0 Bright A_CustomMissile (\"RedLiteBot\",0,0,0,2,-45)\n       AVAT F 0 Bright A_CustomMissile (\"RedLiteTop\",0,0,-15,2,45)\n       AVAT F 5 Bright A_CustomMissile (\"RedLiteBot\",0,0,-15,2,-45)\n       Goto See\n   Missile2: //Blue Ball\n       AVAT I 0 Bright A_FaceTarget\n       AVAT I 1 Bright A_PlaySound (\"monster/avaatk\")\n       AVAT IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 Bright A_FaceTarget\n       AVAT J 5 Bright A_CustomMissile (\"AvaBall1\",56,0,0,0,0)\n       Goto See\n   Missile3:\n       AVAT K 0 Bright A_FaceTarget\n       AVAT K 1 Bright A_PlaySound (\"monster/avaatk\")\n       AVAT KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 2 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       AVAT L 1 Bright A_CustomMissile (\"AvaFireBall\",56,0,Random(-3,3),0,0)\n       AVAT L 0 Bright A_FaceTarget\n       Goto See\n   Missile4:\n       AVAT G 0 Bright A_FaceTarget\n       AVAT G 1 Bright A_PlaySound (\"monster/avaatk\")\n       AVAT GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_FaceTarget\n       AVAT H 1 Bright A_PlaySound(\"weapons/justfi\")\n       AVAT H 14 Bright A_CustomMissile (\"HolyMissile2\",52,0,0,0,0)\n       Goto See\n\t  Goto see\n   Pain:\n       AVAT M 2\n       AVAT M 2 A_Pain\n       Goto See\n   Death:\n       AVAT N 7 Bright\n       AVAT O 7 Bright A_Scream\n       AVAT P 7 Bright\n       AVAT Q 7 Bright A_NoBlocking\n       AVAT RSTU 7 Bright\n       AVAT V -1\n   }\n}\n\nACTOR RedLiteTop : LightningCeiling\n{\n\n}\n\nACTOR RedLiteBot : LightningFloor\n{\n\n}\n\nACTOR AvaBall1\n{\n   Radius 20\n   Height 40\n   Speed 26\n   Damage 100\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.80\n   +THRUGHOST\n   SeeSound \"weapons/gntini\"\n   DeathSound \"weapons/devexp\"\n   States\n   {\n   Spawn:\n      AFX4 ABCDEFGH 1 Bright A_Explode(64,64,0)\n      loop\n   Death:\n      AFX4 I 5 Bright\n      AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,0,2)\n      AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,60,2)\n      AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,120,2)\n      AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,180,2)\n      AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,240,2)\n      AFX4 I 0 Bright A_CustomMissile(\"AvaBall2\",0,0,300,2)\n      AFX4 JKL 5 Bright A_Explode(128,128,0)\n      stop\n   }\n}\n\nACTOR AvaFireBall\n{\n   Radius 9\n   Height 18\n   Speed 30\n   Damage 5\n   ExplosionDamage 8\n   ExplosionRadius 32\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.80\n   +THRUGHOST\n   SeeSound \"weapons/bwoosh\"\n   DeathSound \"weapons/firex2\"\n   States\n   {\n   Spawn:\n      AFX5 ABC 3 Bright\n      loop\n   Death:\n      AFX5 D 3 Bright A_Explode\n      AFX5 EFGH 3 Bright\n      stop\n   }\n}\n\nACTOR AvaBall2\n{\n   Radius 10\n   Height 20\n   Speed 34\n   Damage 0\n   ExplosionDamage 64\n   ExplosionRadius 32\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.75\n   +THRUGHOST\n   DeathSound \"weapons/devzap\"\n   States\n   {\n   Spawn:\n      AFX1 ABC 1 Bright\n      loop\n   Death:\n      AFX1 DE 4 Bright A_Explode\n      AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,0,2)\n      AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,60,2)\n      AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,120,2)\n      AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,180,2)\n      AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,240,2)\n      AFX1 G 0 Bright A_CustomMissile(\"AvaBall3\",0,0,300,2)\n      AFX1 FGHI 4 bright\n      stop\n   }\n}\n\nACTOR AvaBall3\n{\n   Radius 6\n   Height 12\n   Speed 12\n   Damage 0\n   ExplosionDamage 24\n   ExplosionRadius 16\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.75\n   +THRUGHOST\n   DeathSound \"weapons/gnthit\"\n   States\n   {\n   Spawn:\n      AFX2 ABC 1 Bright\n      loop\n   Death:\n      AFX2 D 4 Bright A_Explode\n      AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,0,2)\n      AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,60,2)\n      AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,120,2)\n      AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,180,2)\n      AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,240,2)\n      AFX2 D 0 Bright A_CustomMissile(\"AvaBall4\",0,0,300,2)\n      AFX2 EFG 4 bright\n      stop\n   }\n}\n\nACTOR AvaBall4\n{\n   Radius 3\n   Height 6\n   Speed 10\n   Damage 0\n   ExplosionDamage 8\n   ExplosionRadius 8\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.75\n   +THRUGHOST\n   DeathSound \"monster/hadsit\"\n   States\n   {\n   Spawn:\n      AFX3 ABC 1 Bright\n      loop\n   Death:\n      AFX3 D 3 Bright A_Explode\n      AFX3 EFGH 3 Bright\n      stop\n   }\n}\n\nACTOR HolyMissile2\n{\n   Radius 3\n   Height 3\n   Speed 20\n   Damage 16\n   PROJECTILE\n   +SEEKERMISSILE\n   RENDERSTYLE ADD\n   ALPHA 0.67\n   MissileType HolyMissileTrail\n   SeeSound \"monster/bomb\"\n   DeathSound \"monster/explode\"\n   States\n   {\n   Spawn:\n      SPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t  SPIR A 0 Bright A_SeekerMissile(10,10)\n      SPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t  SPIR A 0 Bright A_SeekerMissile(10,10)\n      SPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t  SPIR A 0 Bright A_SeekerMissile(10,10)\n      SPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t  SPIR A 0 Bright A_SeekerMissile(10,10)\n      SPIR A 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n\t  SPIR A 0 Bright A_SeekerMissile(10,10)\n      SPIR B 1 Bright A_CustomMissile(\"HolyMissileTrail\",0,0,0,0)\n      Loop\n   Death:\n      SPIR A 0 Bright\n      SPIR B 0 Bright\n      SPIR K 3 Bright\n      SPIR L 3 Bright\n      SPIR M 3 Bright\n      SPIR N 3 Bright\n      SPIR O 3 Bright\n      Stop\n   }\n}\n\nACTOR HolyMissileTrail\n{\n   Radius 3\n   Height 3\n   Speed 15\n   PROJECTILE\n   RENDERSTYLE ADD\n   Alpha 0.67\n   +FireDamage\n   states\n   {\n   Spawn:\n      SPIR QRS 4\n      Goto Death\n   Death:\n      SPIR C 3 BRIGHT\n      SPIR D 3 BRIGHT\n      Stop\n   }\n}\n\nActor SatyrLordMissileDual2Real\n{\n\tProjectile\n\tSpeed 18\n\tRadius 3\n\tDamage 20\n\tScale 0.8\n\tRenderStyle Add\n\tAlpha 0.75\n\tTranslation \"112:127=80:111\"\n\tSeeSound \"whiteballssee\"\n\tDeathSound \"whiteballsdeth\"\n\theight 12\n\tDecal PlasmaScorchLower\n\tStates\n\t{\n\tSpawn:\n\t\tCSSF D 1 Bright A_SeekerMissile(10,10)\n\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\tCSSF D 1 Bright A_SeekerMissile(10,10)\n\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\tCSSF E 1 Bright A_SeekerMissile(10,10)\n\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\tCSSF E 1 Bright A_SeekerMissile(10,10)\n\t\tTNT1 AAA 0 A_CustomMissile(\"SLMD2RTrail\",random(5,-5),random(5,-5),0)\n\t\tLoop\n\tDeath:\n\t\tCSSF GHI 4 Bright\n\t\tCSSF I 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor SLMD2RTrail\n{\n\tProjectile\n\tSpeed 0\n\tDamage 0\n\t+NOCLIP\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tPUF2 BCDEFGHIJKL 1\n\t\tPUF2 L 1 A_FadeOut(0.2)\n\t\tWait\n\t}\n}\n\nactor BFGGuy\n{\n  obituary \"%o was annhialated by the modified zombie!\"\n  health 10000\n  radius 20\n  height 56\n  mass 100\n  speed 30\n  painchance 0\n  seesound \"chainguy/sight\"\n  painsound \"chainguy/pain\"\n  deathsound \"chainguy/death\"\n  activesound \"chainguy/active\"\nMONSTER\n+FLOORCLIP\n+NORADIUSDMG\n+BOSS\n+NOTARGET\n+NOINFIGHTING\n        +DONTHURTSPECIES\n\t\t+quicktoretaliate\n  states\n  {\n  Spawn:\n    BFGZ AB 10 A_Look\n    loop\n  See:\n    BFGZ AABBCCDD 3 A_Chase\n    loop\n  Missile:\n\tBFGZ B 0 A_Jump(256, \"plasmaattack\", \"plasmarocketattack\", \"traceplasmattack\")\n\tBFGZ B 0\n\t   Goto See\n\tbfgattack:\n    BFGZ E 0 A_FaceTarget\n    BFGZ E 10 A_PlaySound (\"weapons/bfgf\")\n    BFGZ F 10 Bright\n    BFGZ F 10 Bright A_CustomMissile(\"Bfgball\", 24, 0, 0, 0, 0)\n    BFGZ E 5\n    goto See\n    plasmaattack:\n\tBFGZ E 0 A_FaceTarget\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n    BFGZ E 1 A_PlaySound (\"weapons/plasmaf\")\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 1 Bright\n    BFGZ F 1 Bright A_CustomMissile(\"FastPlasmaBall\", 26, 0, 0, 0, 0)\n\tgoto see\n\tplasmarocketattack:\n    BFGZ E 0 A_FaceTarget\n    BFGZ E 5 A_PlaySound (\"weapons/rocklf\")\n    BFGZ F 5 Bright A_PlaySound (\"weapons/rocklf\")\n    BFGZ F 5 Bright A_CustomMissile(\"PlasmaRocket\", 24, 0, 0, 0, 0)\n    BFGZ F 5 Bright\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 5 Bright A_CustomMissile(\"PlasmaRocket\", 24, 0, 0, 0, 0)\n    BFGZ E 0 A_FaceTarget\n\tgoto see\n\ttraceplasmattack:\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 2 Bright A_CustomMissile(\"TracePlasmaBall\", 24, 0, 0, 0, 0)\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 2 Bright A_CustomMissile(\"TracePlasmaBall\", 24, 0, 0, 0, 0)\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 2 Bright A_CustomMissile(\"TracePlasmaBall\", 24, 0, 0, 0, 0)\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 2 Bright A_CustomMissile(\"TracePlasmaBall\", 24, 0, 0, 0, 0)\n    BFGZ E 0 A_FaceTarget\n    BFGZ F 2 Bright A_CustomMissile(\"TracePlasmaBall\", 24, 0, 0, 0, 0)\n    BFGZ E 0 A_FaceTarget\n\tgoto see\n  Pain:\n    BFGZ G 3\n    BFGZ G 3 A_Pain\n    goto See\n  Death:\n    BFGZ H 5\n    BFGZ I 5 A_Scream\n    BFGZ J 5 A_NoBlocking\n    BFGZ KLM 5\n    BFGZ N -1\n    stop\n  XDeath:\n    BFGZ O 5\n    BFGZ P 5 A_XScream\n    BFGZ Q 5 A_NoBlocking\n    BFGZ RS 5\n    BFGZ T -1\n    stop\n  Raise:\n    BFGZ NMLKJIH 5\n    goto See\n  }\n}\n\nactor PlasmaRocket\n{\n  Game Doom\n  SpawnID 127\n  Radius 11\n  Height 8\n  Speed 50\n  Damage 128\n  Projectile\n  +RANDOMIZE\n  +ROCKETTRAIL\n  SeeSound \"weapons/rocklf\"\n  DeathSound \"weapons/rocklx\"\n  Obituary \"%o was demolished!\"\n  States\n  {\n  Spawn:\n    MISD A 1 bright\n    loop\n  Death:\n    MISD B 8 bright\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, -180, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, -150, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, -120, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, -100, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, -80, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, -60, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, -40, 0, 0)\n\tMISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, -20, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, 180, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, 150, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, 120, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, 100, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, 80, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, 60, 0, 0)\n    MISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, 40, 0, 0)\n\tMISD B 0 bright A_CustomMissile(\"bfgPLASMABall\", 0, 0, 20, 0, 0)\n    MISD C 6 bright\n    MISD D 4 bright\n    stop\n  }\n}\n\nactor bfgPLASMABall\n{\n  Radius 6\n  Height 8\n  Speed 60\n  Damage 15\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"weapons/plasmaf\"\n  DeathSound \"weapons/plasmax\"\n  States\n  {\n  Spawn:\n    WERD A 4 bright\n    loop\n  Death:\n    WERD A 6 bright\n    stop\n  }\n}\n\nactor FastPlasmaBall\n{\n  scale 0.9\n  Radius 12\n  Height 8\n  Speed 70\n  Damage 10\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  SeeSound \"weapons/plasmaf\"\n  DeathSound \"weapons/plasmax\"\n  States\n  {\n  Spawn:\n    PLSD AB 2 bright\n\tPLSD A 0 Bright A_CustomMissile(\"PlasmaTrail\",0,0,0)\n    loop\n  Death:\n    P2AS ABCDE 4 bright\n    stop\n  }\n}\n\nActor PlasmaTrail\n{\n    scale 0.5\n    Radius 13\n    Height 8\n    Speed 1\n    Damage 2\n    PROJECTILE\n    RenderStyle Add\n    Alpha 0.5\n    States\n    {\n    Spawn:\n\tPLSD AB 30 bright\n\tgoto Death\n    Death:\n    P2AS ABCDE 4 bright\n        Stop\n    }\n}\n\nactor traceplasmaball\n{\n  Radius 6\n  Height 8\n  Speed 65\n  Damage 15\n  Projectile\n  +SEEKERMISSILE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"DSROCKIT\"\n  DeathSound \"DSROCKLT\"\n  States\n  {\n  Spawn:\n    GREN A 0 A_CustomMissile(\"TracePlasmaTrail\",0,0,0)\n    GREN A 4 bright\n    loop\n  Death:\n    GREN A 6 bright\n    stop\n  }\n}\n\nActor TracePlasmaTrail\n{\n    Radius 13\n    Height 8\n    Speed 1\n    Damage 0\n    PROJECTILE\n    RenderStyle Add\n    Alpha 0.5\n    States\n    {\n    Spawn:\n\tGREN A 2 bright A_SetTranslucent(0.5,0)\n\tGREN A 2 bright A_SetTranslucent(0.4,0)\n\tGREN A 2 bright A_SetTranslucent(0.3,0)\n\tGREN A 2 bright A_SetTranslucent(0.2,0)\n\tGREN A 2 bright A_SetTranslucent(0.1,0)\n\tgoto Death\n    Death:\n        Stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/bombermanstuff.txt",
        "contents": "//Very Explosive Decorate\n//Code based on Voltlock's\n//THXBOAT\n//THX SIFERAH\n\n///////////\n//BOMBGUN//\n///////////\n\nactor BombSpawnerGun : DoomWeapon\n{\n  Weapon.Slotnumber 1\n  Weapon.Kickback 1\n  Weapon.Ammotype \"Bomb\"\n  Weapon.ammogive \"1\"\n  Weapon.AmmoUse 1\n  Obituary \"%o went boom.\"\n  Inventory.Pickupmessage \"Picked up the bomb spawner!\"\n  +WEAPON.AMMO_OPTIONAL\n  States\n  {\n  Ready:\n    TNT1 A 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"DebuffAlwaysBomb\",1,\"Fire\")\n    Loop\n  Deselect:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 1 A_Raise\n    loop\n  Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"DontFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"DebuffNoBomb\",1,\"DontFire\")\n\tTNT1 A 0 A_FireCustomMissile(\"BombAmountChecker\",0,1,0,0,0)\n  BombSelect:\n    TNT1 A 0 A_JumpIfInventory(\"BombBlast\",9,\"PlaceBomb10\")\n    TNT1 A 0 A_JumpIfInventory(\"BombBlast\",8,\"PlaceBomb9\")\n    TNT1 A 0 A_JumpIfInventory(\"BombBlast\",7,\"PlaceBomb8\")\n    TNT1 A 0 A_JumpIfInventory(\"BombBlast\",6,\"PlaceBomb7\")\n    TNT1 A 0 A_JumpIfInventory(\"BombBlast\",5,\"PlaceBomb6\")\n    TNT1 A 0 A_JumpIfInventory(\"BombBlast\",4,\"PlaceBomb5\")\n    TNT1 A 0 A_JumpIfInventory(\"BombBlast\",3,\"PlaceBomb4\")\n    TNT1 A 0 A_JumpIfInventory(\"BombBlast\",2,\"PlaceBomb3\")\n    TNT1 A 0 A_JumpIfInventory(\"BombBlast\",1,\"PlaceBomb2\")\n    goto PlaceBomb1\n  DontFire:\n    TNT1 A 15\n    TNT1 A 0 A_ReFire\n    Goto Ready\n  PlaceBomb1: //Blast strength of 1\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced1\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  PlaceBomb2: //Blast strength of 2\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced2\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  PlaceBomb3: //Blast strength of 3\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced3\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  PlaceBomb4: //Blast strength of 4\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced4\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  PlaceBomb5: //Blast strength of 5\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced5\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  PlaceBomb6: //Blast strength of 6\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced6\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  PlaceBomb7: //Blast strength of 7\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced7\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  PlaceBomb8: //Blast strength of 8\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced8\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  PlaceBomb9: //Blast strength of 9\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced9\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  PlaceBomb10: //Blast strength of 10\n    TNT1 A 15 A_SpawnItemEx(\"NoclipBombPlaced10\",0,0,-1,0,0,0,0,5,0)\n    Goto Refire\n  DontFire:\n    TNT1 A 15\n    Goto Ready\n  Refire:\n    TNT1 A 0 A_Refire\n    Goto Ready\n  Spawn:\n    TNT1 A 1\n    loop\n  }\n}\n\n///////////////\n//BarrelBombs//\n///////////////\n\nActor BombPlaced1\n{\n  Radius 20\n  Height 40\n  Speed 0\n  Damage 0\n  Mass 90000\n  Projectile\n  +SHOOTABLE\n  +SOLID\n  -NOBLOCKMAP\n  +NOBLOOD\n  +DONTRIP\n  Health 5\n  GibHealth -1000\n  reactiontime 1\n  obituary \"%o went boom.\"\n  DeathSound \"world/barrelx\"\n  Scale 1.25\nStates\n\t{\n\tSpawn:\n\t\tBAR1 A 0\n\t\tBAR1 A 0 A_PlaySound(\"bomb/place\")\n\t\tBAR1 ABAB 6 Bright\n\t\tBEXP ABABAB 6 Bright\n\t\tBEXP ABABABABAB 4 Bright\n\tDeath:\n\t\tBEXP C 5 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion1\",0,0,1,64,0,0,0,1,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion1\",0,0,1,64,0,0,90,1,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion1\",0,0,1,64,0,0,180,1,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion1\",0,0,1,64,0,0,270,1,0)\n\t\tBEXP DE 5 Bright\n\t\tStop\n\t}\n}\n\nActor BombPlaced2 : BombPlaced1\n{\n  states\n  {\n  Death:\n    BEXP C 5 Bright\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion2\",0,0,1,64,0,0,0,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion2\",0,0,1,64,0,0,90,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion2\",0,0,1,64,0,0,180,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion2\",0,0,1,64,0,0,270,1,0)\n\tBEXP DE 5 Bright\n    Stop\n  }\n}\n\nActor BombPlaced3 : BombPlaced1\n{\n  states\n  {\n  Death:\n    BEXP C 5 Bright\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion3\",0,0,1,64,0,0,0,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion3\",0,0,1,64,0,0,90,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion3\",0,0,1,64,0,0,180,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion3\",0,0,1,64,0,0,270,1,0)\n\tBEXP DE 5 Bright\n    Stop\n  }\n}\n\nActor BombPlaced4 : BombPlaced1\n{\n  states\n  {\n  Death:\n    BEXP C 5 Bright\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion4\",0,0,1,64,0,0,0,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion4\",0,0,1,64,0,0,90,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion4\",0,0,1,64,0,0,180,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion4\",0,0,1,64,0,0,270,1,0)\n\tBEXP DE 5 Bright\n    Stop\n  }\n}\n\nActor BombPlaced5 : BombPlaced1\n{\n  states\n  {\n  Death:\n    BEXP C 5 Bright\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion5\",0,0,1,64,0,0,0,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion5\",0,0,1,64,0,0,90,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion5\",0,0,1,64,0,0,180,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion5\",0,0,1,64,0,0,270,1,0)\n\tBEXP DE 5 Bright\n    Stop\n  }\n}\n\nActor BombPlaced6 : BombPlaced1\n{\n  states\n  {\n  Death:\n    BEXP C 5 Bright\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion6\",0,0,1,64,0,0,0,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion6\",0,0,1,64,0,0,90,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion6\",0,0,1,64,0,0,180,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion6\",0,0,1,64,0,0,270,1,0)\n\tBEXP DE 5 Bright\n    Stop\n  }\n}\n\nActor BombPlaced7 : BombPlaced1\n{\n  states\n  {\n  Death:\n    BEXP C 5 Bright\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion7\",0,0,1,64,0,0,0,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion7\",0,0,1,64,0,0,90,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion7\",0,0,1,64,0,0,180,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion7\",0,0,1,64,0,0,270,1,0)\n\tBEXP DE 5 Bright\n    Stop\n  }\n}\n\nActor BombPlaced8 : BombPlaced1\n{\n  states\n  {\n  Death:\n    BEXP C 5 Bright\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion8\",0,0,1,64,0,0,0,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion8\",0,0,1,64,0,0,90,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion8\",0,0,1,64,0,0,180,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion8\",0,0,1,64,0,0,270,1,0)\n\tBEXP DE 5 Bright\n    Stop\n  }\n}\n\nActor BombPlaced9 : BombPlaced1\n{\n  states\n  {\n  Death:\n    BEXP C 5 Bright\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion9\",0,0,1,64,0,0,0,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion9\",0,0,1,64,0,0,90,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion9\",0,0,1,64,0,0,180,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion9\",0,0,1,64,0,0,270,1,0)\n\tBEXP DE 5 Bright\n    Stop\n  }\n}\n\nActor BombPlaced10 : BombPlaced1\n{\n  states\n  {\n  Death:\n    BEXP C 5 Bright\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion10\",0,0,1,64,0,0,0,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion10\",0,0,1,64,0,0,90,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion10\",0,0,1,64,0,0,180,1,0)\n    TNT1 A 0 Bright A_SpawnItemEx(\"BombPlacedExplosion10\",0,0,1,64,0,0,270,1,0)\n\tBEXP DE 5 Bright\n    Stop\n  }\n}\n\n/////////////////////\n//NoclipBarrelBombs//\n/////////////////////\n\nActor NoClipBombPlaced1 : BombPlaced1\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 1, 0, 0)\n                goto BombPlaced1::Spawn\n        }\n}\n\nActor NoClipBombPlaced2 : BombPlaced2\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 2, 0, 0)\n                goto BombPlaced2::Spawn\n        }\n}\n\nActor NoClipBombPlaced3 : BombPlaced3\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 3, 0, 0)\n                goto BombPlaced3::Spawn\n        }\n}\n\nActor NoClipBombPlaced4 : BombPlaced4\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 4, 0, 0)\n                goto BombPlaced4::Spawn\n        }\n}\n\nActor NoClipBombPlaced5 : BombPlaced5\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 5, 0, 0)\n                goto BombPlaced5::Spawn\n        }\n}\n\nActor NoClipBombPlaced6 : BombPlaced6\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 6, 0, 0)\n                goto BombPlaced6::Spawn\n        }\n}\n\nActor NoClipBombPlaced7 : BombPlaced7\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 7, 0, 0)\n                goto BombPlaced7::Spawn\n        }\n}\n\nActor NoClipBombPlaced8 : BombPlaced8\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 8, 0, 0)\n                goto BombPlaced8::Spawn\n        }\n}\n\nActor NoClipBombPlaced9 : BombPlaced9\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 9, 0, 0)\n                goto BombPlaced9::Spawn\n        }\n}\n\nActor NoClipBombPlaced10 : BombPlaced10\n{\n        +NOCLIP\n\t\t+NOBLOCKMAP\n\t\t+MTHRUSPECIES\n        States\n        {\n        Spawn:\n                TNT1 A 0\n                TNT1 A 0 ACS_ExecuteAlways(8, 0, 10, 0, 0)\n                goto BombPlaced10::Spawn\n        }\n}\n\n//////////////\n//Explosions//\n//////////////\n\nactor BombPlacedExplosion1\n{\n  RenderStyle None\n  PROJECTILE\n  Speed 64\n  radius 1\n  height 1\n  Damage 5\n  DeathSound \"weapons/rocklx\"\n  ReactionTime 1\n  +RIPPER\n  DamageType \"Bomb\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Explode(300,32)\n    TNT1 A 0 A_SpawnItemEx(\"BombExplosion\",0,0,31,0,0,0,0,1,0)\n    TNT1 A 1 A_Countdown\n    loop\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_Stop\n    TNT1 A 0 A_Explode(300,32)\n    TNT1 A 0 A_SpawnItemEx(\"BombExplosion\",0,0,31,0,0,0,0,1,0)\n    stop\n  }\n}\n\nactor BombPlacedExplosion2 : BombPlacedExplosion1\n{\n  ReactionTime 2\n}\n\nactor BombPlacedExplosion3 : BombPlacedExplosion1\n{\n  ReactionTime 3\n}\n\nactor BombPlacedExplosion4 : BombPlacedExplosion1\n{\n  ReactionTime 4\n}\n\nactor BombPlacedExplosion5 : BombPlacedExplosion1\n{\n  ReactionTime 5\n}\n\nactor BombPlacedExplosion6 : BombPlacedExplosion1\n{\n  ReactionTime 6\n}\n\nactor BombPlacedExplosion7 : BombPlacedExplosion1\n{\n  ReactionTime 7\n}\n\nactor BombPlacedExplosion8 : BombPlacedExplosion1\n{\n  ReactionTime 8\n}\n\nactor BombPlacedExplosion9 : BombPlacedExplosion1\n{\n  ReactionTime 9\n}\n\nactor BombPlacedExplosion10 : BombPlacedExplosion1\n{\n  ReactionTime 10\n}\n\n//////////////////////\n//Visual/SFX effects//\n//////////////////////\n\nactor BombExplosion\n{\n  +FORCEXYBILLBOARD\n  +NOCLIP\n  PROJECTILE\n  Speed 1\n  Damage 0\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 Radius_Quake(random(2,5),8,0,32,0)\n    TNT1 A 4 A_PlaySound(\"weapons/rocklx\")\n\tTNT1 A 0 A_SpawnItemEx(\"BombFire\",0,0,0,0,0,0,0,128)\n    stop\n  }\n}\n\nactor BombFire\n{\n  +NOCLIP\n  PROJECTILE\n  Speed 0\n  Damage 0\n  Scale 1\n  +CLIENTSIDEONLY\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    MISL BCD 5 bright\n    stop\n  }\n}\n\n//////////////////////////\n//Bomb Amount Management//\n//////////////////////////\n\nActor Bomb : ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\n//Give Back bombs to the player after it explodes.\n\nACTOR BombAmountChecker\n{\n  Game Doom\n  Radius 0\n  Height 0\n  Speed 0\n  Damage 0\n  +NOCLIP\n  Projectile\n  States\n  {\n  Spawn:\n    TNT1 AAAAAAAAAAA 6\n    TNT1 AAAAAAAAAAAAAAAAAA 4\n    TNT1 A 5 A_GiveToTarget(\"Bomb\",1)\n    stop\n  Death:\n    TNT1 A 0\n    stop\n  }\n}\n\n////////////\n//POWERUPS//\n////////////\n\n// BombCount\nactor BombCount : CustomInventory\n{\n\tInventory.Pickupmessage \"You got more bombs!\"\n\tInventory.Amount 1\n\tScale 0.5\n\t+IGNORESKILL\n\t+FORCEXYBILLBOARD\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tBCOU A -1 bright\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways(5,0,0,0)\n\t\tstop\n\t}\n}\n\n// Bomb radius size\nactor BombBlast : Ammo\n{\n  Inventory.Pickupmessage \"Your bombs make a bigger boom now!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 9\n  Scale 0.5\n  +IGNORESKILL\n  +FORCEXYBILLBOARD\n  +ALWAYSPICKUP\n  States\n  {\n  Spawn:\n    BBLA A -1 bright\n    stop\n  }\n}\n\n// Player speed\nActor SpeedBoost : CustomInventory\n{\n  Inventory.Pickupmessage \"You can run faster now!\"\n  Inventory.Amount 1\n  Scale 0.5\n  +IGNORESKILL\n  +FORCEXYBILLBOARD\n  +ALWAYSPICKUP\n  States\n  {\n  Spawn:\n    PSPE A -1 bright\n    stop\n  Pickup:\n\tTNT1 A 0 ACS_ExecuteAlways(10,0,0,0)\n\tstop\n  }\n}\n\nACTOR BombPowerupSpawner : Randomspawner 15001\n{\n\tDropitem \"BombCount\"\n\tDropitem \"BombBlast\"\n\tDropitem \"SpeedBoost\"\n\tDropitem \"BombSkull\"\n\n}\n\n/////////\n//Skull//\n/////////\n\nACTOR BOMBSKULL : CustomInventory\n{\nInventory.Pickupmessage \"Oh no this is bad, very bad!!!\"\n+IGNORESKILL\n+FORCEXYBILLBOARD\n+ALWAYSPICKUP\nScale 0.5\nstates\n\t{\n\tSpawn:\n\tBOSK A -1\n\tstop\n\tPickup:\n\tBOSK A 0 ACS_ExecuteAlways(9,0,random(1,6),0)\n\tstop\n\t}\n}\n\nACTOR DebuffNoBomb : PowerUp\n{\nPowerup.Duration 350\n}\n\nACTOR DebuffAlwaysBomb : PowerUp\n{\nPowerup.Duration 350\n}\n\nACTOR DebuffSlow : PowerSpeed\n{\nspeed 0.2\nPowerup.Duration 350\n}\n\nACTOR Debuffspeed : PowerSpeed\n{\nspeed 999\nPowerup.Duration 350\n}\n\n//////////\n//Camera//\n//////////\n\nactor SecurityCamera2 : SecurityCamera replaces SecurityCamera\n{\n  +NOCLIP\n}\n\n//////////\n//Crates//\n//////////\n\nACTOR BrownBombCrate\n{\n  Mass 999999999\n  Health 1\n  Radius 32\n  Height 64\n  PainChance 0\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTRIP\n  +NORADIUSDMG\n  Scale 1\n  DeathSound \"crate/break\"\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jumpif(ACS_Executewithresult(7,0,0,0) == 1, \"SpawnModel\")\n  SpawnSprite:\n\tBRCS A 0\n\tBRCS A 350 A_Jumpif(ACS_Executewithresult(7,0,0,0) == 1, \"SpawnModel\")\n\tloop\n  SpawnModel:\n\tBRCM A 0\n\tBRCM A -1\n\tstop\n  Death:\n    TNT1 A 1 A_Scream\n\tTNT1 A 1 A_NoBlocking\n\tTNT1 A 1 A_SpawnItemEx(\"BombPowerupSpawner\",0,0,0,0,0,0,0,0,190)\n    Stop\n  }\n}\n\nACTOR GreyBombCrate : BrownBombCrate\n{\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jumpif(ACS_Executewithresult(7,0,0,0) == 1, \"SpawnModel\")\n  SpawnSprite:\n\tGRCS A 0\n\tGRCS A 350 A_Jumpif(ACS_Executewithresult(7,0,0,0) == 1, \"SpawnModel\")\n\tloop\n  SpawnModel:\n\tGRCM A 0\n\tGRCM A -1\n\tstop\n  }\n}\n\nACTOR BombCrateSpawner : Randomspawner 15002\n{\n\tDropitem \"BrownBombCrate\"\n\tDropitem \"GreyBombCrate\"\n\n}"
      },
      {
        "source": "pk3",
        "name": "ACS Source/stuplms.txt",
        "contents": "#library \"stuplms\"\n#include \"zcommon.acs\"\n\n#define numberofwinsongs 4\nstr winmusic[numberofwinsongs] = {\n\"win1\",\n\"win2\",\n\"win3\",\n\"win4\",\n};\n\nscript 250 OPEN\n{\n\tif(GetGameModeState() == 3) //inresultsequence\n\t{\n\t\tMusic_Change(\"d_none\", 0);\n\t\tAmbientSound(winmusic[random(0,numberofwinsongs - 1)], 127);\n\t\tterminate;\n\t}\n\tdelay(1);\n\trestart;\n}\n\n#define numberofwildcards 5 //Increase this if adding wildcards\n\nscript 251 OPEN\n{\n\tint wat = getlevelinfo(LEVELINFO_LEVELNUM) ;\n\tif(getgamemodestate() != 2 || wat == 37 || wat == 42 || wat == 43 || wat == 44 || wat == 45 || getcvar(\"sv_lmscountdowntime\") == 1) terminate;\n\n\tint rand = random(0, 10);\n\tif(rand <= 9)\n\tterminate;\n\n\tsetfont(\"BIGFONT\");\n\tprintbold(s:\"\\clw\\cji\\chl\\cfd \\cdc\\cna\\cmr\\cvd \\cd activated!\");\n\tdelay(75);\n\trand = random(0, numberofwildcards);\n\tint i = 0;\n\n\t//Ghouls World\n\tif(rand == 0)\n\t{\n\t\tsetfont(\"BIGFONT\");\n\t\tprintbold(s:\"\\cm it's a ghouls world!\");\n\t\tsetmusic(\"D_GHOUL\", 0);\n\t\tLight_ChangeToValue (1000, 5);\n\t\tfor (i = 0; i <= 999; i++)\n\t\t{\n\t\t\tdelay(1);\n\t\t\tLight_ChangeToValue (i, 5); //jajaja XDXD eres necisisto glasses!!11\n\t\t}\n\t}\n\n\t//Fog\n\telse if(rand == 1)\n\t{\n\t\tsetfont(\"BIGFONT\");\n\t\tsector_setfade(1000, 200, 200, 200);\n\t\tlight_changetovalue (1000, 80);\n\t\tprintbold(s:\"\\cj it just got foggy!\");\n\t\tfor (i = 0; i <= 999; i++)\n\t\t{\n\t\t\tdelay(1);\n\t\t\tSector_SetFade(i, 200,200,200);\n\t\t\tLight_ChangeToValue (i, 80);\n\t\t}\n\t}\n\n\t//Blue world, daba dee dabo doo\n\telse if(rand == 2)\n\t{\n\t\tsetmusic(\"D_BLUE\", 0);\n\t\tsetfont(\"BIGFONT\");\n\t\tprintbold(s:\"\\ch it's a blue world!\");\n\t\tfor (i = 0; i <= 999; i++)\n\t\t{\n\t\t\tdelay(1);\n\t\t\tSector_SetColor (i, 0, 0,220);\n\t\t\tSector_Setcolor (1000, 0, 0, 220);\n\t\t}\n\t}\n\n\t//Ice\n\telse if(rand == 3)\n\t{\n\t\tsetfont(\"BIGFONT\");\n\t\tif(wat == 46) {printbold(s:\"just kidding ;)\"); terminate;}\n\t\tprintbold(s:\"\\cn THE FLOOR IS MADE OUT ICE OMFG!!!\");\n\t\tfor (i = 0; 0 <= 999; i++)\n\t\t{\n\t\t\tdelay(1);\n\t\t\tChangeFloor(i, \"ICEF1\");\n\t\t\tsector_setfriction(i, 170);\n\t\t}\n\t}\n\n\t//chaingun AGHHHH\n\telse if(rand == 4)\n\t{\n\t\tsetfont(\"BIGFONT\");\n\t\tprintbold(s:\"\\csThe chaingun! \\cgHOLY SHIT!\");\n\t\tfor (i = 1000; i < 1064; i++)\n\t\t{\n\t\t\tgiveactorinventory(i, \"chaingun\", 1);\n\t\t\tgiveactorinventory(i, \"clip\", 400);\n\t\t}\n\t}\n\n\t//jk xDxD\n\telse if(rand == numberofwildcards)\n\t{\n\t\tprintbold(s:\"just kidding ;)\"); //MUWAHAHAHAHAH I R SO EVEIL!!!11\n\t}\n}\n\nscript 253 (void)\n{\n     SetHudSize(1280, 1024, 1);\n     SetFont(\"CREEC0\");\n\t LocalAmbientsound(\"creeperattack\",127);\n     for (int y = 3072; y > 1620; y -= 150)\n\t {\n          HudMessage(s:\"A\"; HUDMSG_FADEOUT, 666, CR_UNTRANSLATED, 1100.0, (y*1.0), 0.2, 0.2);\n          delay(1);\n     }\n\t DamageThing(0);\n}"
      },
      {
        "source": "pk3",
        "name": "ACS Source/stupmsgs.txt",
        "contents": "#library \"stupmsgs\"\n#include \"zcommon.acs\"\n\nint playerNameHolder[64] = {0};\n\n#DEFINE ragequotes 17\nstr ragequote[ragequotes] = {\n\" Ragequits, someone ban him!!!!11\",\n\" Pulls a graf zahl\",\n\" left to turn on his aimbot\",\n\" has so much rage bottled up!\",\n\" omfg you ragequit!!! everyone screenie!!!\",\n\" pulls an ammar\",\n\" left to enable his wallhack!!!\",\n\" is mad\",\n\" <--- rofl did everyone see this dude ragequit?\",\n\" <--- is a piece of shit\",\n\" <--- left to go masturbate\",\n\" Ragequits, rofl.\",\n\" <--- lmfao he raged\",\n\" raged someone upload this to youtube\",\n\" <--- your ragequit will be uploaded to youtube in 1028p HD\",\n\" has enough salt to clean my driveway!\",\n\" cries at night.\",\n};\n\nscript 300 enter\n{\n\tint name = strParam(n:0);\n\tplayerNameHolder[playernumber()] = name;\n}\n\nscript 301 (int rq) DISCONNECT\n{\n\tif(playerNameHolder[rq] != 0)\n\t{\n\t\thudmessagebold(s:playerNameHolder[rq], s:RageQuote[random(0,RAGEQUOTES-1)];\n\t\tHUDMSG_FADEINOUT|HUDMSG_LOG, 665, CR_RED, 1.5, -0.8, 2.0, 1.0, 1.0);\n\t\tplayerNameHolder[rq] = 0;\n\t}\n}\n\n#DEFINE Protips 59\nstr Tips[Protips] = {\n\"PROTIP: Don't die. Oh wait...\",\n\"PROTIP: 2012 won't happen\",\n\"PROTIP: Protips are Pro so you should listen to the pro tips if you want to be pro bro\",\n\"PROTIP: My penis is by far larger than yours\",\n\"PROTIP: AmmaR slept with your father and he liked it.\",\n\"PROTIP: losing? remind yourself that slyfox is a dirty furry and you'll do fine.\",\n\"PROTIP: catastrophe got banned from zandronum forums lolz\",\n\"PROTIP: this is a pro tip\",\n\"PROTIP: anyone who beats you = cheater\",\n\"PROTIP: Choke NOrris isn't actually a choke, omfg!!!!\",\n\"PROTIP: It's perfectly fine to put on the <arg> clantag without asking\",\n\"PROTIP: some of these protips are fucking retarded\",\n\"PROTIP: ur mom!!! lmao!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! i died\",\n\"PROTIP: u died\",\n\"PROTIP: donate to the prince of nigeria today!\",\n\"PROTIP: This is another generic and useless protip\",\n\"PROTIP: I once died in lava with a diamond pickaxe.\",\n\"PROTIP: Votekicking can make friends\",\n\"PROTIP: It is considered good manners to copy someones name and then get banned with it\",\n\"PROTIP: memes xd\",\n\"PROTIP: mexico jajaja xDxD\",\n\"PROTIP: Lava can kill you\",\n\"PROTIP: soy nombe es ernesto y soy trolleando el internet xDXDXDDDDDDDD\",\n\"PROTIP: Doom 95 > Odamex\",\n\"PROTIP: Congratulations, you've found a secret message, hit alt + f4 for a bfg (no joke)\",\n\"PROTIP: there are not enough dank memes in doom, please create more meaymays!!!!\",\n\"PROTIP: yo im not even sure if you even read this shit\",\n\"PROTIP: Anannyo is busy jacking off to gay porn\",\n\"PROTIP: Use a wallhack when duelling on shoot\",\n\"PROTIP: THERE IS NO NOOB TIPS\",\n\"PROTIP: igor ftw\",\n\"PROTIP: an aimbot is best used in co-op\",\n\"PROTIP: do absolutely anything you can to get kicked from the server. More kicks = more points!\",\n\"PROTIP: Noob spelled backwards is boon\",\n\"PROTIP: Disconnect = ragequit, time out = ragequit\",\n\"PROTIP: i wrote half these protips when i waz 12\",\n\"PROTIP: Africa has so much aids that some people are actually immune to it\",\n\"PROTIP: This is protip #37\",\n\"PROTIP: I'm starting to run out of protips\",\n\"PROTIP: 69 xdxdxd\",\n\"PROTIP: d_runnin is love, d_runnin is life\",\n\"PROTIP: Youtube.com/bluewizard1337  <--- best channel ever\",\n\"PROTIP: we need to stop breathing oxygen or else we die!!!\",\n\"PROTIP: I usually have atleast one egg for breakfast\",\n\"PROTIP: MY favorite color is blue\",\n\"PROTIP: You need to drink water irl to stay alive\",\n\"PROTIP: I caught you staring at that man in the mall the other day.\",\n\"PROTIP: This is protip #47, you get random ones so it doesn't go in the correct order\",\n\"PROTIP: piccolo is so green that it's racist. It's almost like he's the black guy in dbz.\",\n\"PROTIP: there's an octopus in my pants!!!!\",\n\"PROTIP: this is another protip!?@!??@?!?$@?%$?#%?\",\n\"PROTIP: I just smashed my keyboad b24yun   hc f84  h9wnqckowhu 8h8cvmqk wvmj mmnhjuq8nhqcasda\",\n\"PROTIP: Blue is a wizard!!!\",\n\"PROTIP: camping is for skrubz\",\n\"PRotip: This is the last protip, i helped you so much with these tips, amirite???\",\n\"PROTIP: pt en top xd\",\n\"PROTIP: Ammar can't make a door.\",\n\"PROTIP: Tosen died a virgin\",\n\"PROTIP: hunter x hunter best anime.\",\n};\n\nscript 302 DEATH\n{\n\thudmessage(s:\"\\n\", s:Tips[random(0,PROTIPS-1)];\n\tHUDMSG_FADEINOUT|HUDMSG_LOG, 8000, CR_Gold, 1.5, -0.9, 5.5, 1.0, 1.0);\n}"
      },
      {
        "source": "pk3",
        "name": "ACS Source/core.txt",
        "contents": "#library \"core\"\n#include \"zcommon.acs\"\n\n#define PLAYER_BASE_TID 1000\nint map1 = 0;\nint map2 = 0;\nint map3 = 0;\nint mapVotes[3] = {0};\nint frags[64] = {0};\nint playersvoted[64] = {0};\nint wot = -1;\n\n//Wakes up monsters if alive\nscript 200 ENTER\n{\n\tNoiseAlert(0, 0);\n\tdelay(35);\n\trestart;\n}\n\nscript 201 ENTER\n{\n   // give new TID to player\n   Thing_ChangeTid(0, PLAYER_BASE_TID + PlayerNumber());\n}\n\nscript 202 RESPAWN\n{\n   // remove corpse TID\n   Thing_ChangeTid(PLAYER_BASE_TID + PlayerNumber(), 0);\n   // give new TID to player\n   Thing_ChangeTid(0, PLAYER_BASE_TID + PlayerNumber());\n}\n\n#define maplist 46\n\n#define Map_Name 0\n#define Map_Author 1\n#define Map_Description 2\n#define Map_HiScore_Description 3\n#define Map_Image 4\n\n#define Hiscore_NONE 0\n#define Hiscore_SPEED 1\n#define Hiscore_LENGTH 2\n#define Hiscore_KILL 3\n//1 = complete fastest\n//2 = survive longest\n//3 = Kill the most\n\nint mapDetails[MAPLIST][5] =\n{\n\t{\"Escape\", \t\"\\cvC\\cjatastroph\\cve\", \"Race to the end, or die trying.\", \"Fastest players\", \"MAPPRV01\"},\n\t{\"Jump and Duck\", \"\\cvC\\cjatastroph\\cve\", \"Jump and duck to dodge projectiles, survive the longest.\", \"Longest Surviving Players\", \"MAPPRV2\"},\n\t{\"Weapon Frenzy II\", \"\\cvC\\cjatastroph\\cve \\cuand Dynomic Pierre\", \"kill everyone using the weapon given to you.\", \"Most Kills\", \"MAPPRV3\"},\n\t{\"Escape II\", \"\\cvC\\cjatastroph\\cve\", \"Race to the end, or die trying.\", \"Fastest players\", \"MAPPRV4\"},\n\t{\"Maze game II\", \"\\cvC\\cjatastroph\\cve\", \"Avoid hostile bombers as long as you can.\", \"Longest Surviving Players\", \"MAPPRV5\"},\n\t{\"Super Dodging\", \"\\cvC\\cjatastroph\\cve\\cj and \\chT\\cno\\cjs\\cne\\chn\", \"Survive the longest against random monsters.\", \"Longest Surviving Players\", \"MAPPRV6\"},\n\t{\"Big Fight\", \"\\cvC\\cjatastroph\\cve and \\clK\\cme\\clo\", \"Either kill, or bitch slap all other plays out of the stage.\", \"Most Kills\", \"MAPPRV7\"},\n\t{\"Weapon Frenzy\", \"\\cvC\\cjatastroph\\cve\", \"kill everyone using the weapon given to you.\", \"Most Kills\", \"MAPPRV8\"},\n\t{\"The Maze Game\", \"\\cvC\\cjatastroph\\cve\", \"Avoid hostile marines as long as you can.\", \"Longest Surviving Players\", \"MAPPRV9\"},\n\t{\"Rev Game\", \"\\chF\\clr\\cja\\cln\\chk\", \"Dodge all revenant projectiles, don't fall off.\", \"Longest Surviving Players\", \"MAPPRV10\"},\n\t{\"Pac man!\", \"\\chF\\clr\\cja\\cln\\chk\", \"Avoid the ghosts of pac-man.\", \"Longest Surviving Players\", \"MAPPRV11\"},\n\t{\"Avoid the black\", \"\\chT\\cno\\cjs\\cne\\chn\", \"Avoid the black.\", \"Longest Surviving Players\", \"MAPPRV12\"},\n\t{\"Rocket Fun\", \"\\cvC\\cjatastroph\\cve\", \"Either push or kill all enemies off the ring.\", \"Most Kills\", \"MAPPRV13\"},\n\t{\"Lava Tiles\", \"\\cvC\\cjatastroph\\cve\", \"Stay on top of the tiles as long as you can.\", \"Longest Surviving Players\", \"MAPPRV14\"},\n\t{\"Big fight II\", \"\\cuZupoman\", \"Pick up whatever you can to kill other players.\", \"Most Kills\", \"MAPPRV15\"},\n\t{\"Rocket Fun II\", \"\\cvC\\cjatastroph\\cve\", \"Push people out of the ring with your rocket launcher.\", \"\", \"MAPPRV16\"},\n\t{\"Operator\", \"\\cuZupoman\", \"Kill the operator by staying alive.\", \"\", \"MAPPRV17\"},\n\t{\"Speed\", \"\\cvC\\cjatastroph\\cve\", \"Race to the end.\", \"Fastest players\", \"MAPPRV18\"},\n\t{\"Super Dodging II\", \"\\cuZupoman\", \"Survive the onslaught of monsters.\", \"Longest Surviving Players\", \"MAPPRV19\"},\n\t{\"Color Drop\", \"\\cjDj-jo\", \"Run to the corresponding color as fast as you can.\", \"Longest Surviving Players\", \"MAPPRV20\"},\n\t{\"Lava Square\", \"\\cjDj-jo \\cuand \\cfJosse\", \"Dodge the pattern of projectiles.\", \"Longest Surviving Players\", \"MAPPRV21\"},\n\t{\"Machete Maze\", \"\\cjDj-jo\", \"Slice n' dice all other players.\", \"Most Kills\", \"MAPPRV22\"},\n\t{\"Hungry Hungry Demons\", \"\\cjDj-jo \\cuand \\cfJosse\", \"Dodge the enraged demons.\", \"Longest Surviving Players\", \"MAPPRV23\"},\n\t{\"Boxed Madness\", \"\\cjDj-jo\", \"Dodge the onslaught of projectiles and monsters.\", \"Longest Surviving Players\", \"MAPPRV24\"},\n\t{\"Demon Stampede\", \"\\cjDj-jo \\cuand \\cfJosse\", \"Get to the end of the map without getting ran over.\", \"Fastest players\", \"MAPPRV25\"},\n\t{\"Time Freeze\", \"\\cjDj-jo\", \"Pickup the time freeze powerup to kill other players.\", \"Most Kills\", \"MAPPRV26\"},\n\t{\"Time Freeze II\", \"\\cjDj-jo\", \"Pickup the time freeze powerup to kill other players.\", \"Most Kills\", \"MAPPRV27\"},\n\t{\"Red Light, Green Light\", \"\\cjDj-jo\", \"Don't move when the light is red, get to the end of the map.\", \"Fastest players\", \"MAPPRV28\"},\n\t{\"Flying Rifles\", \"\\cjDj-jo\", \"Quick-scope all other skrubz.\", \"Most Kills\", \"MAPPRV29\"},\n\t{\"Class Frenzy\", \"\\cjDj-jo\", \"Kill all other players using the items and weapons given.\", \"Most Kills\", \"MAPPRV30\"},\n\t{\"Platform Push\", \"\\cjDj-jo\", \"Punch all other players out of the stage.\", \"Most Kills\", \"MAPPRV31\"},\n\t{\"Conveyor Dodge\", \"\\cjDj-jo\", \"Dodge all incoming projectiles.\", \"Longest Surviving Players\", \"MAPPRV32\"},\n\t{\"Health Rush\", \"\\cjDj-jo\", \"Pickup as much health as possible.\", \"Longest Surviving Players\", \"MAPPRV33\"},\n\t{\"Block Climb\", \"\\cjDj-jo\", \"Race to the end of the map\", \"Fastest players\", \"MAPPRV34\"},\n\t{\"Bomber Scramble\", \"\\cjDj-jo\", \"Survive the onslaught of suicide bombers.\", \"Longest Surviving Players\", \"MAPPRV35\"},\n\t{\"Dizzy Dancing\", \"\\cvC\\cjatastroph\\cve\", \"Pickup the blue keycard. Careful, you're dizzy!\", \"\", \"MAPPRV36\"},\n\t{\"Playground\", \"\\cvC\\cjatastroph\\cve\", \"Race to the end.\", \"Fastest players\", \"MAPPRV37\"},\n\t{\"Weapon Frenzy III\", \"\\cvC\\cjatastroph\\cve\", \"Eliminate all other players.\", \"Most Kills\", \"MAPPRV38\"},\n\t{\"Tag\", \"\\cvC\\cjatastroph\\cve\", \"Stay away from whoever's 'it'.\", \"Most Kills\", \"MAPPRV39\"},\n\t{\"Tag II\", \"\\cvC\\cjatastroph\\cve\", \"Stay away from whoever's 'it'.\", \"Most Kills\", \"MAPPRV40\"},\n\t{\"Jump And Duck II\", \"\\cvC\\cjatastroph\\cve\", \"Dodge all incoming projectiles.\", \"Longest Surviving Players\", \"MAPPRV41\"},\n\t{\"Spleef\", \"\\cgK\\cqlofka\\cgc\", \"Destroy all tiles.\", \"\", \"MAPPRV42\"},\n\t{\"Spleef II\", \"\\cgK\\cqlofka\\cgc\", \"Destroy all tiles.\", \"\", \"MAPPRV43\"},\n\t{\"Tag III\", \"\\cjDj-jo \\cuand \\cfJosse\", \"Stay away from whoever's 'it'. Also the iceberg melts.\", \"Most Kills\", \"MAPPRV44\"},\n\t//{\"Bomberman!\", \"\\cgF\\cjrits\", \"Kill each other with bombs!\", \"\"},\n\t//{\"Ping Pong Panic\", \"\\crW\\cl1\\crD\\cl3\\cuA55\", \"Avoid the ping pong balls pls or you will feel der fury.\", \"Longest Surviving Players\"},\n\t{\"Bomber Scramble II\", \"\\cgfr \\chblood\", \"Avoid the zombies and be the last one remaining.\", \"Longest Surviving Players\", \"MAPPRV45\"},\n\t{\"Super Dodging III\", \"\\cnBlue\\ciwiz\", \"Don't get killed by the monsters.\", \"Longest Surviving Players\", \"MAPPRV46\"},\n};\n\n#define Map_Hiscore 0\n#define Map_TimeLimit 1\n#define Map_BlockPlayers 2 // 1 = true\n#define Map_HideOthers 3 // 1 = true\n\nint MapIntValues[MAPLIST][4] =\n{\n\t{Hiscore_SPEED, \t120, 0, 0}, //Escape\n\t{Hiscore_LENGTH, \t120, 0, 1}, //Jump and Duck\n\t{Hiscore_KILL, \t\t150, 1, 0}, //Weapon Frenzy 2\n\t{Hiscore_SPEED, \t120, 0, 0}, //Escape II\n\t{Hiscore_LENGTH, \t60, 0, 0}, //Maze game II\n\t{Hiscore_LENGTH, \t150, 0, 0}, //Super Dodging\n\t{Hiscore_KILL, \t\t150, 1, 0}, //Big fight\n\t{Hiscore_KILL, \t\t80, 1, 0}, //Weapon Frenzy\n\t{Hiscore_LENGTH, \t30, 0, 0}, //Maze Game\n\t{Hiscore_LENGTH, \t30, 0, 0}, //Rev Game\n\t{Hiscore_LENGTH, \t45, 0, 0}, //Pacman\n\t{Hiscore_LENGTH, \t120, 0, 0}, //circle negro\n\t{Hiscore_KILL, \t\t120, 1, 0}, //Rocket Fun\n\t{Hiscore_LENGTH, \t120, 0, 1}, //Lava Tiles\n\t{Hiscore_KILL, \t\t120, 1, 0}, //Big fight II\n\t{HiScore_NONE, \t\t60, 1, 0}, //Rocket Fun II\n\t{HiScore_NONE, \t\t120, 0, 0}, //Operator\n\t{Hiscore_SPEED, \t90, 0, 0}, //Speed\n\t{Hiscore_LENGTH, \t60, 0, 0}, //Super Dodging II\n\t{Hiscore_LENGTH, \t240, 1, 0}, //color drop\n\t{Hiscore_LENGTH, \t120, 0, 1}, //Lava Square\n\t{Hiscore_KILL, \t\t90, 1, 0}, //Machete Maze\n\t{Hiscore_LENGTH, \t60, 0, 1}, //Hungry Hungry Demons\n\t{Hiscore_LENGTH, \t60, 1, 0}, //Boxed Madness\n\t{Hiscore_SPEED,\t\t100, 0, 1}, //Demon Stampede\n\t{Hiscore_KILL,\t\t10, 1, 0}, //Time Freeze\n\t{Hiscore_KILL, \t\t10, 1, 0}, //Time Freeze II\n\t{Hiscore_SPEED, \t120, 0, 0}, //Red Light, Green Light\n\t{Hiscore_KILL, \t\t30, 1, 0}, //Flying Rifles\n\t{Hiscore_KILL, \t\t90, 1, 0}, //Class Frenzy\n\t{Hiscore_KILL, \t\t60, 1, 0}, //Platform Push\n\t{Hiscore_LENGTH, \t120, 0, 1}, //Conveyor Dodge\n\t{Hiscore_LENGTH, \t30, 1, 0}, //Health Rush\n\t{Hiscore_SPEED, \t120, 0, 0}, //Block Climb\n\t{Hiscore_LENGTH, \t120, 0, 0}, //Bomber Scramble\n\t{HiScore_NONE, \t\t10, 0, 1}, //Dizzy Dancing\n\t{Hiscore_SPEED, \t90, 0, 0}, //playground\n\t{Hiscore_KILL, \t\t90, 1, 0}, //wep frenzy iii\n\t{Hiscore_KILL, \t\t120, 1, 0}, //tag\n\t{Hiscore_KILL, \t\t60, 1, 0}, //tag II\n\t{Hiscore_LENGTH, \t150, 0, 1}, //jump and duck II\n\t{HiScore_NONE, \t\t60, 1, 0}, //spleef\n\t{HiScore_NONE, \t\t120, 1, 0}, //spleef II\n\t{Hiscore_KILL, \t\t120, 1, 0}, //tag III\n\t//{Hiscore_KILL, \t\t1, 0, 0}, //bomberman\n\t//{Hiscore_LENGTH, \t2, 1, 0}, //ping pong\n\t{Hiscore_LENGTH, \t60, 0, 0}, //bomber scramble II\n\t{Hiscore_LENGTH, \t120, 1, 0}, //super dodging III\n};\n\nscript 203 open\n{\n\tif(getcvar(\"sv_nomonsters\") == true) consolecommand(\"sv_nomonsters false\");\n\tif(getcvar(\"sv_nocrouch\") == true) consolecommand(\"sv_nocrouch false\");\n\tint lvl = getlevelinfo(LEVELINFO_LEVELNUM) - 1;\n\tif(GetGameModeState() == 1 || GetGameModeState() == 3 || playercount() == 0) terminate;//countdown or result sequence\n\tclearinventory();\n\tif(GetDBEntry(\"timeElapsed\", \"currently\") >= MapIntValues[getlevelinfo(LEVELINFO_LEVELNUM) - 1][map_timelimit])\n\t{\n\t\tacs_executealways(216, 0, 0, 0, 0);\n\t\tterminate;\n\t}\n\tacs_executealways(215, 0, 0, 0, 0);\n    setfont(\"bigfont\");\n\tHudMessagebold(s:\"\\cuWelcome to \\cdIdiotic LMS!\";\n\tHUDMSG_TYPEON, 0, CR_black, 1.5, 0.35, 6.0,\n\t0.05, 0.5);\n\tsetfont(\"smallfont\");\n\tHudMessagebold(s:\"ilms_help for more info.\";\n\tHUDMSG_TYPEON, 0, CR_gray, 1.5, 0.40, 6.0,\n\t0.05, 0.5);\n\n\tdelay(35 * 2);\n\n\tsetfont(\"bigfont\");\n\tHudMessagebold(s:\"\\cd\", s:mapDetails[lvl][0], s:\" \\cucreated by \", s:mapDetails[lvl][1];\n\tHUDMSG_FADEINOUT, 0, CR_WHITE, 1.5, 0.6, 5.0,\n\t0.05, 0.5);\n\n\tdelay(20);\n\n\tsetfont(\"smallfont\");\n\tHudMessagebold(s:\"\\ci\", s:mapDetails[lvl][2];\n\tHUDMSG_FADEINOUT, 0, CR_WHITE, 1.5, 0.65, 4.65,\n\t0.05, 0.5);\n\n\tdelay(35);\n\n\t//Check to see if anyone has even made a hiscore yet\n\t//For instance, \"ilms1 1\" first place in ilms01\n\tint hiscoreChecker = strParam(s:\"ilms\", d:lvl, s:\" hiscore\");\n\t//Map number\n\tint mapNumber = strParam(s:\"ilms\", d:lvl);\n\n\tif(MapIntValues[lvl][map_Hiscore] > 0 && getDBEntry(hiscoreChecker, \"1\") != 0)\n\t{\n\t\tsetfont(\"smallfont\");\n\t\tint hiScoreMessage = StrParam(s:\"\\cj-=[\\cv\", s:mapDetails[lvl][Map_HiScore_Description], s:\"\\cj]=-\");\n\t\thiScoreMessage = strParam(s:hiscoreMessage, s:\"\\n\", s:\"\\ck1. \\cj\", s:getDBEntryString(hiscoreChecker, \"1name\"), s:\"\\cj - \", s:getDBEntryString(hiscoreChecker, \"1\"));\n\n\t\tif(getDBEntryString(hiscoreChecker, \"2\") != 0)\n\t\thiScoreMessage = strParam(s:hiscoreMessage, s:\"\\n\", s:\"\\cu2. \\cj\", s:getDBEntryString(hiscoreChecker, \"2name\"), s:\"\\cj - \", s:getDBEntryString(hiscoreChecker, \"2\"));\n\n\t\tif(getDBEntryString(hiscoreChecker, \"3\") != 0)\n\t\thiScoreMessage = strParam(s:hiscoreMessage, s:\"\\n\", s:\"\\cs3. \\cj\", s:getDBEntryString(hiscoreChecker, \"3name\"), s:\"\\cj - \", s:getDBEntryString(hiscoreChecker, \"3\"));\n\n\t\tHudMessagebold(s:hiScoreMessage;\n\t\tHUDMSG_FADEINOUT, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t0.05, 0.5);\n\n\t\tdelay(35 * 2);\n\t}\n\n\tint i = 5;\n\tif(getlevelinfo(LEVELINFO_LEVELNUM) == 25) i += 12;\n    for(; i > 0; i--)\n\t{\n\t\tsetfont(\"smallfont\");\n\t\tHudMessagebold(s:\"Round Starts in: \\cu\", d:i;\n\t\tHUDMSG_FADEINOUT, 0, CR_WHITE, 1.5, 0.8, 0.8,\n\t\t0.1, 0.1);\n\t\tdelay(35);\n\t}\n\n\tacs_executealways(1, 0, 0, 0, 0);\n\tacs_executealways(204, 0, 0, 0, 0);\n}\n\nfunction int getLastAlive(void)\n{\n\tint ret = -1;\n\tfor(int i = 1000; i < 1064; i++)\n\t{\n\t\tif(getactorproperty(i, aprop_health) > 0)\n\t\t{\n\t\t\tif(ret >= 0)\n\t\t\t{\n\t\t\t\treturn -1;\n\t\t\t}\n\t\t\tret = i;\n\t\t}\n\t}\n\treturn ret;\n}\n\nint completedMap = 0;\nint speedTime = 0;\nint reachedEnd = 0;\n\n//Hiscore Awarder\nscript 204 (int val)\n{\n\tint lvl = getlevelinfo(LEVELINFO_LEVELNUM) - 1;\n\tbool brokeRecord = false;\n\tint recordMsg;\n\n\tif(MapIntValues[lvl][map_Hiscore] == Hiscore_Length)\n\t{\n\t\tint time = 0;\n\n\t\twhile(GetGameModeState() != 3)\n\t\t{\n\t\t\tdelay(35);\n\t\t\ttime++;\n\t\t}\n\n\t\tif(getLastAlive() == -1) terminate;\n\n\t\tint hiscoreChecker = strParam(s:\"ilms\", d:lvl, s:\" hiscore\");\n\t\tif(time <= getDbEntry(hiscoreChecker, \"3\")) terminate;\n\n\t\tif(playerIsLoggedIn(getLastAlive() - 1000) == false)\n\t\t{\n\t\t\tHudMessagebold(n:getLastAlive() - 1000 + 1, s:\"\\ck would have broken a record if he were \\cdlogged in.\";\n\t\t\tHUDMSG_FADEINOUT | HUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t\t0.5, 0.5);\n\t\t\tterminate;\n\t\t}\n\n\t\tstr tempName = getDbEntryString(hiscoreChecker, \"1name\");\n\t\tint tempTime = getDbEntry(hiscoreChecker, \"1\");\n\t\tstr tempName2 = getDbEntryString(hiscoreChecker, \"2name\");\n\t\tint tempTime2 = getDbEntry(hiscoreChecker, \"2\");\n\n\t\tif(time > getDbEntry(hiscoreChecker, \"1\"))\n\t\t{\n\t\t\tbrokeRecord = time;\n\n\t\t\tsetDbEntryString(hiscoreChecker, \"3name\", tempName2);\n\t\t\tsetDbEntry(hiscoreChecker, \"3\", tempTime2);\n\n\t\t\tsetDbEntryString(hiscoreChecker, \"2name\", tempName);\n\t\t\tsetDbEntry(hiscoreChecker, \"2\", tempTime);\n\n\t\t\tsetDbEntryString(hiscoreChecker, \"1name\", getPlayerAccountName(getLastAlive() - 1000));\n\t\t\tsetDbEntry(hiscoreChecker, \"1\", time);\n\t\t}\n\t\telse if(time > getDbEntry(hiscoreChecker, \"2\"))\n\t\t{\n\t\t\tbrokeRecord = time;\n\n\t\t\tsetDbEntryString(hiscoreChecker, \"3name\", tempName2);\n\t\t\tsetDbEntry(hiscoreChecker, \"3\", tempTime2);\n\n\t\t\tsetDbEntryString(hiscoreChecker, \"2name\", getPlayerAccountName(getLastAlive() - 1000));\n\t\t\tsetDbEntry(hiscoreChecker, \"2\", time);\n\t\t}\n\n\t\telse if(time > getDbEntry(hiscoreChecker, \"3\"))\n\t\t{\n\t\t\tbrokeRecord = time;\n\n\t\t\tsetDbEntryString(hiscoreChecker, \"3name\", getPlayerAccountName(getLastAlive() - 1000));\n\t\t\tsetDbEntry(hiscoreChecker, \"3\", time);\n\t\t}\n\t}\n\n\t//Speed map\n\telse if(MapIntValues[lvl][map_Hiscore] == HISCORE_SPEED)\n\t{\n\t\twhile(reachedEnd == 0)\n\t\t{\n\t\t\tdelay(35);\n\t\t\tSpeedTime++;\n\t\t}\n\n\t\tif(getLastAlive() == -1) terminate;\n\n\t\tint hiscoreSpeedChecker = strParam(s:\"ilms\", d:lvl, s:\" hiscore\");\n\t\tif(SpeedTime >= getDbEntry(hiscoreSpeedChecker, \"3\") && getDbEntry(hiscoreSpeedChecker, \"3\") != 0) terminate;\n\n\t\tif(playerIsLoggedIn(reachedEnd - 1000) == false)\n\t\t{\n\t\t\tHudMessagebold(n:reachedEnd - 1000 + 1, s:\"\\ck would have broken a record if he were \\cdlogged in.\";\n\t\t\tHUDMSG_FADEINOUT | HUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t\t0.5, 0.5);\n\t\t\tterminate;\n\t\t}\n\t\tstr tempSpeedName = getDbEntryString(hiscoreSpeedChecker, \"1name\");\n\t\tint tempSpeedSpeedTime = getDbEntry(hiscoreSpeedChecker, \"1\");\n\t\tstr tempSpeedName2 = getDbEntryString(hiscoreSpeedChecker, \"2name\");\n\t\tint tempSpeedSpeedTime2 = getDbEntry(hiscoreSpeedChecker, \"2\");\n\n\t\tif(SpeedTime < getDbEntry(hiscoreSpeedChecker, \"1\") || getDbEntry(hiscoreSpeedChecker, \"1\") == 0)\n\t\t{\n\t\t\tbrokeRecord = SpeedTime;\n\n\t\t\tsetDbEntryString(hiscoreSpeedChecker, \"3name\", tempSpeedName2);\n\t\t\tsetDbEntry(hiscoreSpeedChecker, \"3\", tempSpeedSpeedTime2);\n\n\t\t\tsetDbEntryString(hiscoreSpeedChecker, \"2name\", tempSpeedName);\n\t\t\tsetDbEntry(hiscoreSpeedChecker, \"2\", tempSpeedSpeedTime);\n\n\t\t\tsetDbEntryString(hiscoreSpeedChecker, \"1name\", getPlayerAccountName(reachedEnd - 1000));\n\t\t\tsetDbEntry(hiscoreSpeedChecker, \"1\", SpeedTime);\n\t\t}\n\t\telse if(SpeedTime < getDbEntry(hiscoreSpeedChecker, \"2\") || getDbEntry(hiscoreSpeedChecker, \"2\") == 0)\n\t\t{\n\t\t\tbrokeRecord = SpeedTime;\n\n\t\t\tsetDbEntryString(hiscoreSpeedChecker, \"3name\", tempSpeedName2);\n\t\t\tsetDbEntry(hiscoreSpeedChecker, \"3\", tempSpeedSpeedTime2);\n\n\t\t\tsetDbEntryString(hiscoreSpeedChecker, \"2name\", getPlayerAccountName(reachedEnd - 1000));\n\t\t\tsetDbEntry(hiscoreSpeedChecker, \"2\", SpeedTime);\n\t\t}\n\n\t\telse if(SpeedTime < getDbEntry(hiscoreSpeedChecker, \"3\") || getDbEntry(hiscoreSpeedChecker, \"3\") == 0)\n\t\t{\n\t\t\tbrokeRecord = SpeedTime;\n\n\t\t\tsetDbEntryString(hiscoreSpeedChecker, \"3name\", getPlayerAccountName(reachedEnd - 1000));\n\t\t\tsetDbEntry(hiscoreSpeedChecker, \"3\", SpeedTime);\n\t\t}\n\n\t\trecordMsg = strParam(n:reachedEnd - 1000 + 1, s:\"\\ck broke a server record, \", d:brokeRecord);\n\t\trecordMsg = strParam(s:recordMsg, s:\" seconds!\");\n\n\t\tHudMessagebold(s:recordMsg;\n\t\tHUDMSG_FADEINOUT | HUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t0.5, 0.5);\n\n\t\tterminate;\n\t}\n\n\telse if(val == 1)//if died on a kill streak\n\t{\n\t\tif(getGameModeState() <= 1) terminate;\n\n\t\tint kill = frags[activatortid() - 1000];\n\n\t\tint hiscoreKillChecker = strParam(s:\"ilms\", d:lvl, s:\" hiscore\");\n\t\tif(kill <= getDbEntry(hiscoreKillChecker, \"3\")) terminate;\n\n\t\tif(playerIsLoggedIn(activatortid() - 1000) == false)\n\t\t{\n\t\t\tHudMessagebold(n:getLastAlive() - 1000 + 1, s:\"\\ck would have broken a record if he were \\cdlogged in.\";\n\t\t\tHUDMSG_FADEINOUT | HUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t\t0.5, 0.5);\n\t\t\tterminate;\n\t\t}\n\n\t\tstr tempKillName = getDbEntryString(hiscoreKillChecker, \"1name\");\n\t\tint tempKill = getDbEntry(hiscoreKillChecker, \"1\");\n\t\tstr tempKillName2 = getDbEntryString(hiscoreKillChecker, \"2name\");\n\t\tint tempKill2 = getDbEntry(hiscoreKillChecker, \"2\");\n\n\t\tif(kill > getDbEntry(hiscoreKillChecker, \"1\"))\n\t\t{\n\t\t\tbrokeRecord = kill;\n\n\t\t\tsetDbEntryString(hiscoreKillChecker, \"3name\", tempKillName2);\n\t\t\tsetDbEntry(hiscoreKillChecker, \"3\", tempKill2);\n\n\t\t\tsetDbEntryString(hiscoreKillChecker, \"2name\", tempKillName);\n\t\t\tsetDbEntry(hiscoreKillChecker, \"2\", tempKill);\n\n\t\t\tsetDbEntryString(hiscoreKillChecker, \"1name\", getPlayerAccountName(activatortid() - 1000));\n\t\t\tsetDbEntry(hiscoreKillChecker, \"1\", Kill);\n\t\t}\n\t\telse if(Kill > getDbEntry(hiscoreKillChecker, \"2\"))\n\t\t{\n\t\t\tbrokeRecord = kill;\n\n\t\t\tsetDbEntryString(hiscoreKillChecker, \"3name\", tempKillName2);\n\t\t\tsetDbEntry(hiscoreKillChecker, \"3\", tempKill2);\n\n\t\t\tsetDbEntryString(hiscoreKillChecker, \"2name\", getPlayerAccountName(activatortid() - 1000));\n\t\t\tsetDbEntry(hiscoreKillChecker, \"2\", Kill);\n\t\t}\n\n\t\telse if(Kill > getDbEntry(hiscoreKillChecker, \"3\"))\n\t\t{\n\t\t\tbrokeRecord = kill;\n\n\t\t\tsetDbEntryString(hiscoreKillChecker, \"3name\", getPlayerAccountName(activatortid() - 1000));\n\t\t\tsetDbEntry(hiscoreKillChecker, \"3\", Kill);\n\t\t}\n\n\t\trecordMsg = strParam(n:activatortid() - 1000 + 1, s:\"\\ck broke a server record, \", d:brokeRecord);\n\t\trecordMsg = strParam(s:recordMsg, s:\" frags!\");\n\t\tfrags[activatortid() - 1000] = 0;\n\n\t\tHudMessagebold(s:recordMsg;\n\t\tHUDMSG_FADEINOUT | HUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t0.5, 0.5);\n\n\t\tterminate;\n\t}\n\telse if(MapIntValues[lvl][map_Hiscore] == Hiscore_kill)//if  won on a kill map\n\t{\n\n\t\twhile(GetGameModeState() != 3)\n\t\t{\n\t\t\tdelay(35);\n\t\t}\n\n\t\tdelay(2);\n\n\t\tint kill22 = frags[getLastAlive() - 1000];\n\t\tint hiscorekill22Checker = strParam(s:\"ilms\", d:lvl, s:\" hiscore\");\n\t\tif(kill22 <= getDbEntry(hiscorekill22Checker, \"3\")) terminate;\n\n\t\tif(playerIsLoggedIn(getLastAlive() - 1000) == false)\n\t\t{\n\t\t\tHudMessagebold(n:getLastAlive() - 1000 + 1, s:\"\\ck would have broken a record if he were \\cdlogged in.\";\n\t\t\tHUDMSG_FADEINOUT | HUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t\t0.5, 0.5);\n\t\t\tterminate;\n\t\t}\n\n\t\tstr tempkill22Name = getDbEntryString(hiscorekill22Checker, \"1name\");\n\t\tint tempkill22 = getDbEntry(hiscorekill22Checker, \"1\");\n\t\tstr tempkill22Name2 = getDbEntryString(hiscorekill22Checker, \"2name\");\n\t\tint tempkill222 = getDbEntry(hiscorekill22Checker, \"2\");\n\n\t\tif(kill22 > getDbEntry(hiscorekill22Checker, \"1\"))\n\t\t{\n\t\t\tbrokeRecord = kill22;\n\n\t\t\tsetDbEntryString(hiscorekill22Checker, \"3name\", tempkill22Name2);\n\t\t\tsetDbEntry(hiscorekill22Checker, \"3\", tempkill222);\n\n\t\t\tsetDbEntryString(hiscorekill22Checker, \"2name\", tempkill22Name);\n\t\t\tsetDbEntry(hiscorekill22Checker, \"2\", tempkill22);\n\n\t\t\tsetDbEntryString(hiscorekill22Checker, \"1name\", getPlayerAccountName(getLastAlive() - 1000));\n\t\t\tsetDbEntry(hiscorekill22Checker, \"1\", kill22);\n\t\t}\n\t\telse if(kill22 > getDbEntry(hiscorekill22Checker, \"2\"))\n\t\t{\n\t\t\tbrokeRecord = kill22;\n\n\t\t\tsetDbEntryString(hiscorekill22Checker, \"3name\", tempkill22Name2);\n\t\t\tsetDbEntry(hiscorekill22Checker, \"3\", tempkill222);\n\n\t\t\tsetDbEntryString(hiscorekill22Checker, \"2name\", getPlayerAccountName(getLastAlive() - 1000));\n\t\t\tsetDbEntry(hiscorekill22Checker, \"2\", kill22);\n\t\t}\n\n\t\telse if(kill22 > getDbEntry(hiscorekill22Checker, \"3\"))\n\t\t{\n\t\t\tbrokeRecord = kill22;\n\n\t\t\tsetDbEntryString(hiscorekill22Checker, \"3name\", getPlayerAccountName(getLastAlive() - 1000));\n\t\t\tsetDbEntry(hiscorekill22Checker, \"3\", kill22);\n\t\t}\n\n\t\trecordMsg = strParam(n:getLastAlive() - 1000 + 1, s:\"\\ck broke a server record, \", d:brokeRecord);\n\t\trecordMsg = strParam(s:recordMsg, s:\" frags!\");\n\t\tfrags[getLastAlive() - 1000] = 0;\n\n\t\tHudMessagebold(s:recordMsg;\n\t\tHUDMSG_FADEINOUT | HUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t0.5, 0.5);\n\n\t\tterminate;\n\t}\n\n\tif(brokeRecord > 0)\n\t{\n\t\trecordMsg = strParam(n:getLastAlive() - 1000 + 1, s:\"\\ck broke a server record, \", d:brokeRecord);\n\n\t\tif(MapIntValues[lvl][map_Hiscore] == HISCORE_LENGTH || MapIntValues[lvl][map_Hiscore] == HISCORE_SPEED)\n\t\trecordMsg = strParam(s:recordMsg, s:\" seconds!\");\n\n\t\telse if(MapIntValues[lvl][map_Hiscore] == HISCORE_KILL)\n\t\trecordMsg = strParam(s:recordMsg, s:\" frags!\");\n\n\t\tHudMessagebold(s:recordMsg;\n\t\tHUDMSG_FADEINOUT | HUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t0.5, 0.5);\n\t}\n}\n\nscript 205 death\n{\n\tint lvl = getlevelinfo(LEVELINFO_LEVELNUM) - 1;\n\tif(MapIntValues[lvl][map_Hiscore] == HISCORE_KILL)\n\t{\n\t\tacs_executealways(204, 0, 1, 0, 0);\n\n\t\tdelay(1);\n\n\t\tsetactivatortotarget(0);\n\t\tfrags[playernumber()]++;\n\t}\n}\nscript 207 (void)\n{\n\tint lvl = getlevelinfo(LEVELINFO_LEVELNUM) - 1;\n\tint hiscoreSpeedChecker = strParam(s:\"ilms\", d:lvl, s:\" hiscore\");\n\n\tsetDbEntry(hiscoreSpeedChecker, \"3\", 0);\n\tsetDbEntry(hiscoreSpeedChecker, \"2\", 0);\n\tsetDbEntry(hiscoreSpeedChecker, \"1\", 0);\n}\n\nscript 206 (void)\n{\n\treachedEnd = activatortid();\n}\n\nscript 208 (void) net\n{\n\tint lvl = getlevelinfo(LEVELINFO_LEVELNUM) - 1;\n\tint hiscoreChecker = strParam(s:\"ilms\", d:lvl, s:\" hiscore\");\n\tif(MapIntValues[lvl][map_Hiscore] > 0 && getDBEntry(hiscoreChecker, \"1\") != 0)\n\t{\n\t\tsetfont(\"smallfont\");\n\t\tint hiScoreMessage = StrParam(s:\"\\cj-=[\\cv\", s:mapDetails[lvl][Map_HiScore_Description], s:\"\\cj]=-\");\n\t\thiScoreMessage = strParam(s:hiscoreMessage, s:\"\\n\", s:\"\\ck1. \\cj\", s:getDBEntryString(hiscoreChecker, \"1name\"), s:\"\\cj - \", s:getDBEntryString(hiscoreChecker, \"1\"));\n\n\t\tif(getDBEntryString(hiscoreChecker, \"2\") != 0)\n\t\thiScoreMessage = strParam(s:hiscoreMessage, s:\"\\n\", s:\"\\cu2. \\cj\", s:getDBEntryString(hiscoreChecker, \"2name\"), s:\"\\cj - \", s:getDBEntryString(hiscoreChecker, \"2\"));\n\n\t\tif(getDBEntryString(hiscoreChecker, \"3\") != 0)\n\t\thiScoreMessage = strParam(s:hiscoreMessage, s:\"\\n\", s:\"\\cs3. \\cj\", s:getDBEntryString(hiscoreChecker, \"3name\"), s:\"\\cj - \", s:getDBEntryString(hiscoreChecker, \"3\"));\n\n\t\tHudMessage(s:hiScoreMessage;\n\t\tHUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t0.5, 0.5);\n\n\t\tdelay(35 * 2);\n\t}\n\telse\n\t{\n\t\tHudMessage(s:\"\\cj-=[\\cv\", s:\"No hiscores supported for this map\", s:\"\\cj]=-\";\n\t\tHUDMSG_LOG, 0, CR_yellow, 1.5, 0.7, 4.65,\n\t\t0.5, 0.5);\n\t}\n}\n\n//Used for unblock maps - Thank you hypnotoad!\nint unblocked[64];\n\nfunction int magnitudeThree_f(int x, int y, int z)\n{\n    int len, ang;\n\n    ang = VectorAngle(x, y);\n    if (((ang + 0.125) % 0.5) > 0.25) { len = FixedDiv(y, sin(ang)); }\n    else { len = FixedDiv(x, cos(ang)); }\n\n    ang = VectorAngle(len, z);\n    if (((ang + 0.125) % 0.5) > 0.25) { len = FixedDiv(z, sin(ang)); }\n    else { len = FixedDiv(len, cos(ang)); }\n\n    return len;\n}\n\nfunction int distance(int x1, int y1, int z1, int x2, int y2, int z2)\n{\n    return magnitudeThree_f(x2-x1, y2-y1, z2-z1);\n}\n\nfunction int distance_ftoi(int x1, int y1, int z1, int x2, int y2, int z2)\n{\n    return distance(x1,y1,z1, x2,y2,z2) >> 16;\n}\n\nfunction int GetPlayerX(int pln) { return getActorX(pln); }\nfunction int GetPlayerY(int pln) { return getActorY(pln); }\nfunction int GetPlayerZ(int pln) { return getActorZ(pln); }\n\nfunction int PlayerDistance(int pl1, int pl2)\n{\n    int x1 = GetPlayerX(pl1), x2 = GetPlayerX(pl2);\n    int y1 = GetPlayerY(pl1), y2 = GetPlayerY(pl2);\n    int z1 = GetPlayerZ(pl1), z2 = GetPlayerZ(pl2);\n\n    return distance_ftoi(x1, y1, z1, x2, y2, z2);\n}\n\nscript 209 enter\n{\n\tint lvl = getlevelinfo(LEVELINFO_LEVELNUM) - 1;\n\tif(mapIntValues[lvl][Map_BlockPlayers] == 0) terminate;\n\n\tdelay(5);\n\n\tfor(int i = 1000; i < 1064; i++)\n\t{\n\t\tif(playeringame(i - 1000) == false || i == activatortid()) continue;\n\t\tif(PlayerDistance(activatortid(), i) < 51) restart;\n\t}\n\n\tgiveinventory(\"solidifier\", 1);\n}\n\n//tag-mode scripts.\nscript 210 (int dist)\n{\n\tint tid = activatortid();\n\tsetactivatortotarget(0);\n\tif(tid == activatortid())\n\t\tterminate;\n\n\tif(getactorproperty(tid, aprop_health) <= 0 || getactorproperty(activatortid(), aprop_health) <= 0)\n\t\tterminate;\n\n\tif(PlayerDistance(tid, activatortid()) < dist)\n\t{\n\t\t//printbold(s:\"Taking chainsaw from: \", n:tid - 999, s:\" and giving it to: \", n:activatortid() - 999);\n\t\ttakeactorinventory(tid, \"tagchaina\", 1);\n\t\tgiveactorinventory(tid, \"fist\", 1);\n\t\tgiveactorinventory(activatortid(), \"tagchaina\", 1);\n\t\tsetweapon(\"tagchaina\");\n\t\tsetactivator(-1);\n\t\tambientsound(\"bump\", 127);\n\t}\n}\n\n/*\nscript 211 enter clientside\n{\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tif(mapIntValues[getlevelinfo(LEVELINFO_LEVELNUM) - 1][Map_HideOthers] == 0) terminate;\n\tfor(int i = 0; i < 64; i++)\n\t{\n\t\tif(!playeringame(i)) continue;\n\t\tsetactivator(i + 1000);\n\t\trequestscriptpuke(212, 0, 0, 0);\n\t}\n}\n*/\n\nscript 211 enter clientside\n{\n\tif(GetGameModeState() == 1 || GetGameModeState() == 3) terminate;//countdown or result sequence\n\tdelay(5);\n\tif(mapIntValues[getlevelinfo(LEVELINFO_LEVELNUM) - 1][Map_HideOthers] == 0) terminate;\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tfor(int i = 0; i < 64; i++)\n\t{\n\t\tif(i == playernumber()) continue;\n\t\tsetactorproperty(i + 1000, aprop_renderstyle, STYLE_translucent);\n\t\tsetactorproperty(i + 2000, aprop_renderstyle, STYLE_translucent); //hats\n\t\tdelay(1);\n\t\tsetactorproperty(i + 1000, aprop_alpha, 0.25);\n\t\tsetactorproperty(i + 2000, aprop_alpha, 0.25); //hats\n\t}\n}\n\nscript 212 death clientside\n{\n\tif(GetGameModeState() == 1 || GetGameModeState() == 3) terminate;//countdown or result sequence\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tif(mapIntValues[getlevelinfo(LEVELINFO_LEVELNUM) - 1][Map_HideOthers] == 0) terminate;\n\tfor(int i = 0; i < 64; i++)\n\t{\n\t\tsetactorproperty(i + 1000, aprop_renderstyle, STYLE_translucent);\n\t\tsetactorproperty(i + 2000, aprop_renderstyle, STYLE_translucent); //hats\n\t\tdelay(1);\n\t\tsetactorproperty(i + 1000, aprop_alpha, 1.0);\n\t\tsetactorproperty(i + 2000, aprop_alpha, 1.0); //hats\n\t}\n}\n\n//map pick script\nscript 213 (int x, int y)\n{\n\t//x = 300, 800, and 1500\n\t//y = 750 best\n\tFadeTo(0, 0, 0, 1.0, 0.0);\n\tsethudsize(320 * 5, 200 * 5, 1);\n\tsetfont(\"MAPPRV1\");\n\tHudMessagebold(s:\"A\";\n\tHUDMSG_PLAIN, 0, CR_yellow, 200 << 16, 750 << 16, 0.0);\n\tHudMessagebold(s:\"A\";\n\tHUDMSG_PLAIN, 0, CR_yellow, 800 << 16, 750 << 16, 0.0);\n\tHudMessagebold(s:\"A\";\n\tHUDMSG_PLAIN, 0, CR_yellow, 1200 << 16, 750 << 16, 0.0);\n}\n\n//map pick script\nscript 214 (int x, int y)\n{\n\t//x = 120, 320, and 520\n\t//y = 300, and 420 best\n\tsethudsize(640, 480, 1);\n\tsetfont(\"smallfont\");\n\tHudMessagebold(s:mapDetails[26][0];\n\tHUDMSG_PLAIN, 0, CR_yellow, x << 16, y << 16, 10.0);\n}\n\nscript 215 (void)\n{\n\tint timeElapsed = 0;\n\tif(getGameModeState() != 2) terminate;\n\twhile(getGameModeState() == 2)\n\t{\n\t\ttimeElapsed++;\n\t\tdelay(35);\n\t}\n\tif(playercount() <= 2) timeElapsed*=4;\n\tif(playercount() <= 4) timeElapsed*=2;\n\tsetDbEntry(\"timeElapsed\", \"currently\", GetDBEntry(\"timeElapsed\", \"currently\") + timeElapsed);\n\tif(GetDBEntry(\"timeElapsed\", \"currently\") >= MapIntValues[getlevelinfo(LEVELINFO_LEVELNUM) - 1][map_timelimit])\n\t{\n\t\tconsolecommand(\"sv_lmscountdowntime 1\");\n\t}\n}\n\nscript 216 (void)\n{\n\t//consolecommand(\"sv_lmscountdowntime 10\");\n\tsetplayerproperty(1, 2, PROP_INVULNERABILITY);\n\tsetplayerproperty(1, 1, PROP_FROZEN);\n\tsetplayerproperty(1, 1, PROP_NOTARGET);\n\tdelay(35);\n\n\tmap1 = random(0, MAPLIST-1);\n\tmap2 = random(0, MAPLIST-1);\n\tmap3 = random(0, MAPLIST-1);\n\n\twhile(map2 == map1)\n\t{\n\t\tmap2 = random(0, MAPLIST-1);\n\t\tdelay(1);\n\t}\n\n\twhile(map3 == map1 || map3 == map2)\n\t{\n\t\tmap3 = random(0, MAPLIST-1);\n\t\tdelay(1);\n\t}\n\n\tdelay(35);\n\tacs_executealways(217, 0, 0, 0, 0);\n}\n\nscript 217 (void)\n{\n\t//x = 300, 800, and 1500\n\t//y = 750 best\n\tsethudsize(320 * 5, 200 * 5, 1);\n\n\tfor(int i = 0; i < 64; i++)\n\t{\n\t\tif(!playeringame(i)) continue;\n\t\tFadeTo(0, 0, 0, 1.0, 0.5);\n\t}\n\n\tdelay(25);\n\n\tfor(i = 0; i < 64; i++)\n\t{\n\t\tif(!playeringame(i)) continue;\n\t\tsetactivator(i + 1000);\n\t\tsetactorangle(i + 1000, 21000);\n\t\tsetactorpitch(i + 1000, -2000);\n\t\tacs_executealways(218, 0, map1, map2, map3);\n\t\tacs_executealways(219, 0, 0, 0, 0);\n\t\tacs_executealways(221, 0, 0, 0, 0);\n\t\tacs_executealways(224, 0, map1, map2, map3);\n\t}\n\n\tdelay(35 * 16);\n\tint finMap = 0;\n\tint a = mapVotes[0];\n\tint b = mapVotes[1];\n\tint c = mapVotes[2];\n\n\t//first we find what is larger\n\tif(a > b && a > c) finMap = 0;\n\telse if(b > a && b > c) finMap = 1;\n\telse if(c > a && c > b) finMap = 2;\n\telse if(a == b && b == c) finMap = random(0, 2);\n\telse if(a == b && a > c) finMap = random(0, 1);\n\telse if(b == c && b > a) finMap = random(1, 2);\n\telse if(c == a && c > b) if(random(0,1)) finMap = 2;\n\n\tint winner;\n\tif(finMap == 0) winner = map1;\n\telse if(finMap == 1) winner = map2;\n\telse if(finMap == 2) winner = map3;\n\n\t//display votes\n\tfor(i = 0; i < 64; i++)\n\t{\n\t\tif(!playeringame(i)) continue;\n\t\tsetactivator(i + 1000);\n\t\tacs_executealways(223, 0, finMap, winner+1, 0);\n\t\tacs_executealways(225, 0, finMap, 0, 0);\n\t}\n}\n\n//map pick script\nscript 218 (int mmap1, int mmap2, int mmap3) clientside\n{\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tsethudsize(640, 480, 1);\n\tsetfont(\"smallfont\");\n\n\tdelay(7);\n\tHudMessagebold(s:mapDetails[mmap1][Map_Name];\n\tHUDMSG_PLAIN, 2, CR_yellow, 120 << 16, 200 << 16, 0.0);\n\n\tdelay(7);\n\tHudMessagebold(s:mapDetails[mmap2][Map_Name];\n\tHUDMSG_PLAIN, 3, CR_yellow, 320 << 16, 200 << 16, 0.0);\n\n\tdelay(7);\n\tHudMessagebold(s:mapDetails[mmap3][Map_Name];\n\tHUDMSG_PLAIN, 4, CR_yellow, 520 << 16, 200 << 16, 0.0);\n\n\tdelay(7);\n\twhile(1)\n\t{\n\t\tint x = GetActorAngle(activatortid());\n\t\tint y = GetActorPitch(activatortid());\n\n\t\tif(x <= 37194 && x >= 29007 && y >= -769 && y <= 2546)\n\t\tHudMessagebold(s:mapDetails[mmap1][Map_Name];\n\t\tHUDMSG_PLAIN, 2, CR_green, 120 << 16, 200 << 16, 0.0);\n\t\telse\n\t\tHudMessagebold(s:mapDetails[mmap1][Map_Name];\n\t\tHUDMSG_PLAIN, 2, cr_yellow, 120 << 16, 200 << 16, 0.0);\n\n\t\tif(x <= 24473 && x >= 29007 - (37194 - 24473)&& y >= -769 && y <= 2546)\n\t\tHudMessagebold(s:mapDetails[mmap2][Map_Name];\n\t\tHUDMSG_PLAIN, 3, CR_green, 320 << 16, 200 << 16, 0.0);\n\t\telse\n\t\tHudMessagebold(s:mapDetails[mmap2][Map_Name];\n\t\tHUDMSG_PLAIN, 3, cr_yellow, 320 << 16, 200 << 16, 0.0);\n\n\t\tif(x <= 24473 - (37194 - 24473) && x >= 29007 - (37194 - 24473 + 80)*2&& y >= -769 && y <= 2546)\n\t\tHudMessagebold(s:mapDetails[mmap3][Map_Name];\n\t\tHUDMSG_PLAIN, 4, CR_green, 520 << 16, 200 << 16, 0.0);\n\t\telse\n\t\tHudMessagebold(s:mapDetails[mmap3][Map_Name];\n\t\tHUDMSG_PLAIN, 4, cr_yellow, 520 << 16, 200 << 16, 0.0);\n\t\tif(wot != -1) break;\n\t\tdelay(1);\n\t}\n\n\tif(wot == 0)\n\t\tHudMessagebold(s:mapDetails[mmap1][Map_Name];\n\t\tHUDMSG_PLAIN, 2, CR_green, 120 << 16, 200 << 16, 0.0);\n\telse if (wot == 1)\n\t\tHudMessagebold(s:mapDetails[mmap2][Map_Name];\n\t\tHUDMSG_PLAIN, 3, CR_green, 320 << 16, 200 << 16, 0.0);\n\telse\n\t\tHudMessagebold(s:mapDetails[mmap3][Map_Name];\n\t\tHUDMSG_PLAIN, 4, CR_green, 520 << 16, 200 << 16, 0.0);\n\n}\n\nscript 219 (void) clientside\n{\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tacs_executealways(220, 0, 0, 0, 0);\n\tsethudsize(640, 480, 1);\n\tsetfont(\"bigfont\");\n\tHudMessagebold(s:\"Click to vote!\";\n\tHUDMSG_FADEINOUT, 10, cr_red, 320.0, 75.0, 100.0, 0.5, 0.5);\n\tint i = 15;\n    for(; i > 0; i--)\n\t{\n\t\tsetfont(\"smallfont\");\n\t\tHudMessagebold(s:\"Vote ends in: \\cu\", d:i;\n\t\tHUDMSG_FADEINOUT, 0, CR_WHITE, 320.0, 95.0, 0.8,\n\t\t0.1, 0.1);\n\t\tdelay(35);\n\t}\n}\n\nscript 220 (void) clientside\n{\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tsethudsize(1280, 1024, 1);\n\tsetfont(\"mousenig\");\n\n\twhile(1)\n\t{\n\t\tint x = (GetActorAngle(activatortid())/-32) + 640 << 16;\n\t\tint y = (GetActorPitch(activatortid())/16) + 512 << 16;\n\n\t\tsetfont(\"mousenig\");\n\t\tHudMessagebold(s:\"A\";\n\t\tHUDMSG_PLAIN, 1, CR_yellow, x, y, 0.0);\n\n\t\tsetfont(\"bigfont\");\n\t\tHudMessagebold(s:\"x: \", d:GetActorAngle(activatortid()), s:\"\\ny: \", d:GetActorPitch(activatortid());\n\t\tHUDMSG_PLAIN, 9, CR_yellow, 100.0, 100.0, 0.0);\n\t\tdelay(1);\n\t}\n}\n\nscript 221 (void) clientside\n{\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tint i;\n\tint buttons;\n\tsetactivator(-1);\n\tint cmd;\n\twhile(1)\n\t{\n\tbuttons = GetPlayerInput (-1, INPUT_BUTTONS);\n\tif (buttons & BT_ATTACK)\n\t{\n\t\tint x = GetActorAngle(consoleplayernumber()+1000);\n\t\tint y = GetActorPitch(consoleplayernumber()+1000);\n\n\t\tif(x <= 37194 && x >= 29007 && y >= -769 && y <= 2546)\n\t\t{\n\t\t\tsethudsize(640, 480, 1);\n\t\t\tsetfont(\"bigfont\");\n\t\t\tHudMessagebold(s:\"Successfully voted!\";\n\t\t\tHUDMSG_FADEINOUT, 10, cr_green, 320.0, 75.0, 100.0, 0.5, 0.5);\n\t\t\twot = 0;\n\t\t\tdelay(1);\n\t\t\tacs_terminate(218, 0);\n\t\t\trequestscriptpuke(222, 0, 0, 0);\n\t\t\tterminate;\n\t\t}\n\t\telse if(x <= 24473 && x >= 29007 - (37194 - 24473)&& y >= -769 && y <= 2546)\n\t\t{\n\t\t\tsethudsize(640, 480, 1);\n\t\t\tsetfont(\"bigfont\");\n\t\t\tHudMessagebold(s:\"Successfully voted!\";\n\t\t\tHUDMSG_FADEINOUT, 10, cr_green, 320.0, 75.0, 100.0, 0.5, 0.5);\n\t\t\twot = 1;\n\t\t\tdelay(1);\n\t\t\tacs_terminate(218, 0);\n\t\t\trequestscriptpuke(222, 1, 0, 0);\n\t\t\tterminate;\n\t\t}\n\t\telse if(x <= 24473 - (37194 - 24473) && x >= 29007 - (37194 - 24473 + 80)*2&& y >= -769 && y <= 2546)\n\t\t{\n\t\t\tsethudsize(640, 480, 1);\n\t\t\tsetfont(\"bigfont\");\n\t\t\tHudMessagebold(s:\"Successfully voted!\";\n\t\t\tHUDMSG_FADEINOUT, 10, cr_green, 320.0, 75.0, 100.0, 0.5, 0.5);\n\t\t\twot = 2;\n\t\t\tdelay(1);\n\t\t\tacs_terminate(218, 0);\n\t\t\trequestscriptpuke(222, 2, 0, 0);\n\t\t\tterminate;\n\t\t}\n\t}\n\tdelay(1);\n\t}\n}\n\nscript 222 (int choice) net\n{\n\tif(map1 == 0 && map2 == 0 && map3 == 0) terminate;\n\tif(playersvoted[playernumber()] || playerisspectator(playernumber())) terminate;\n\tplayersvoted[playernumber()] = 1;\n\n\tint voteVal = 1;\n\tif(playerisloggedin(playernumber())) voteVal++;\n\n\tmapVotes[choice] += voteVal;\n}\n\nscript 223 (int id, int winner)\n{\n\tsethudsize(640, 480, 1);\n\tsetfont(\"smallfont\");\n\n\tif(id != 0)\n\tHudMessagebold(d:mapVotes[0];\n\tHUDMSG_PLAIN, 2+20, cr_yellow, 120 << 16, 320 << 16, 0.0);\n\n\tif(id != 1)\n\tHudMessagebold(d:mapVotes[1];\n\tHUDMSG_PLAIN, 3+20, cr_yellow, 320 << 16, 320 << 16, 0.0);\n\n\tif(id != 2)\n\tHudMessagebold(d:mapVotes[2];\n\tHUDMSG_PLAIN, 4+20, cr_yellow, 520 << 16, 320 << 16, 0.0);\n\n\tHudMessagebold(d:mapVotes[id];\n\tHUDMSG_PLAIN, 22+id, CR_green, (120 + 200*id) << 16, 320 << 16, 0.0);\n\n\tdelay(35*2);\n\n\tsetfont(\"smallfont\");\n\tHudMessagebold(s:\"Note: Registered players count as \\cdtwo \\cjvotes.\";\n\tHUDMSG_FADEINOUT, 0, cr_White, 320.0, 390.0, 100.0, 0.5, 0.5);\n\n\tint i = 6;\n    for(; i > 0; i--)\n\t{\n\t\tHudMessagebold(s:\"Changing map in: \\cu\", d:i;\n\t\tHUDMSG_FADEINOUT, 0, CR_WHITE, 320.0, 95.0, 0.8,\n\t\t0.1, 0.1);\n\t\tdelay(35);\n\t}\n\n\tsetactivator(-1);\n\tconsolecommand(\"sv_lmscountdowntime 10\");\n\tsetDbEntry(\"timeElapsed\", \"currently\", 0);\n\tsetDbEntry(\"timesPicked\", mapDetails[winner-1][0], getdbEntry(\"timesPicked\", mapDetails[winner-1][0]) + 1);\n\tint cmd;\n\tint lvl = winner;\n\tif(lvl < 10)\n\tcmd = strParam(s:\"changemap ilms0\", d:winner);\n\telse\n\tcmd = strParam(s:\"changemap ilms\", d:winner);\n\tsetplayerproperty(1, 0, PROP_INVULNERABILITY);\n\tsetplayerproperty(1, 0, PROP_FROZEN);\n\tsetplayerproperty(1, 0, PROP_NOTARGET);\n\tconsolecommand(cmd);\n}\n\nscript 224 (int mmap1, int mmap2, int mmap3) clientside\n{\n\tif(consoleplayernumber() != playernumber()) terminate;\n\n\tsethudsize(320 * 5, 200 * 5, 1);\n\tdelay(7);\n\tsetfont(mapDetails[mmap1][map_image]);\n\tHudMessagebold(s:\"A\";\n\tHUDMSG_FADEINOUT, 5, CR_yellow, 300 << 16, 545 << 16, 100.0, 0.5, 0.5);\n\n\tdelay(7);\n\tsetfont(mapDetails[mmap2][map_image]);\n\tHudMessagebold(s:\"A\";\n\tHUDMSG_FADEINOUT, 6, CR_yellow, 800 << 16, 545 << 16, 100.0, 0.5, 0.5);\n\n\tdelay(7);\n\tsetfont(mapDetails[mmap3][map_image]);\n\tHudMessagebold(s:\"A\";\n\tHUDMSG_FADEINOUT, 7, CR_yellow, 1300 << 16, 545 << 16, 100.0, 0.5, 0.5);\n}\n\nscript 225 (int finMap) clientside\n{\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tsethudsize(320 * 5, 200 * 5, 1);\n\tsetfont(\"border\");\n\tif(finMap == 0)\n\tHudMessagebold(s:\"A\";\n\tHUDMSG_FADEINOUT, 0, CR_yellow, 300 << 16, 545 << 16, 100.0, 0.5, 0.5);\n\n\telse if(finMap == 1)\n\tHudMessagebold(s:\"A\";\n\tHUDMSG_FADEINOUT, 0, CR_yellow, 800 << 16, 545 << 16, 100.0, 0.5, 0.5);\n\n\telse if(finMap == 2)\n\tHudMessagebold(s:\"A\";\n\tHUDMSG_FADEINOUT, 0, CR_yellow, 1300 << 16, 545 << 16, 100.0, 0.5, 0.5);\n}\n\n//post stats\nscript 226 (void)\n{\n\tint i = 0;\n\twhile(i < MAPLIST)\n\t{\n\t\tlog(s:\"-=Times chosen=-\");\n\t\tlog(s:mapDetails[i][0], s:\" - \", d:getdbEntry(\"timesPicked\", mapDetails[i][0]));\n\t\ti++;\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ACS Source/hats.txt",
        "contents": "#include \"zcommon.acs\"\n#library \"hats\"\n\n#define HATCOUNT 41\n#define PLAYERMAX 64\nint CL_PlayerHatScripts[PLAYERMAX];\n\nint HatNames[HATCOUNT] =\n{\n    /* 1  */ \"Crown\",\n             \"Top Hat\",\n             \"Sombrero\",\n             \"Fez\",\n    /* 5  */ \"Turban\",\n             \"Skull\",\n             \"Bunny Ears\",\n             \"Horns\",\n             \"Halo\",\n    /* 10 */ \"Mario Cap\",\n             \"Nignog\",\n             \"Arby's hat\",\n             \"Bow\",\n             \"Party Hat\",\n    /* 15 */ \"Chef's Hat\",\n             \"Sailor Cap\",\n             \"Metal Pot\",\n             \"Viking Helmet\",\n             \"Cowboy Hat\",\n    /* 20 */ \"Graduate Cap\",\n             \"Pimp Hat\",\n             \"Fedora\",\n             \"Watermelon\",\n             \"Bananas\",\n    /* 25 */ \"Pirate Hat\",\n             \"Steak\",\n\t\t\t \"Rocket Jumper\",\n\t\t\t \"Melee Prayer\",\n\t\t\t \"Afro\",\n\t/* 30 */ \"Flem Mine\",\n\t\t\t \"Golden Rocket\",\n\t\t\t \"Cyber Helmet\",\n\t\t\t \"Dark Cloud\",\n\t\t\t \"Plasma Ball\",\n\t\t\t \"Super Plasma Ball\",\n\t\t\t \"Metroid\",\n\t\t\t \"Mini Lost soul\",\n\t\t\t \"Disco Ball\",\n\t\t\t \"Prisoner's Cap\",\n\t\t\t \"Blue Partyhat\",\n\t\t\t \"Fur Cap\",\n};\n\nint HatActors[HATCOUNT] =\n{\n    /* 1  */ \"Crown6066\",\n             \"tophat\",\n             \"Sombrero\",\n             \"fez\",\n    /* 5  */ \"Turban\",\n             \"runescape\",\n             \"BunnyEars\",\n             \"demonhorns\",\n             \"Halo\",\n    /* 10 */ \"marioshat\",\n             \"NIGPLZ\",\n             \"arbyshat\",\n             \"pinkbow\",\n             \"partyhat\",\n    /* 15 */ \"chefshat\",\n             \"sailorshat\",\n             \"metalpot2\",\n             \"vikinghat\",\n             \"cowboyhat\",\n    /* 20 */ \"gradhat\",\n             \"pimphat\",\n             \"Fedorahat\",\n             \"WatermelonHat\",\n             \"BananaHat\",\n    /* 25 */ \"PirateHat\",\n             \"SteakHat\",\n\t\t\t \"RocketHat\",\n\t\t\t \"ProtectFromMelee\",\n\t\t\t \"THEAFRO\",\n\t/* 30 */ \"FELEMOIDBUMB\",\n\t\t\t \"RocketJumperGold\",\n\t\t\t \"CybRunnerHelmet\",\n\t\t\t \"CloudHat\",\n\t\t\t \"PlasmaHat\",\n\t\t\t \"SuperPlasmaHat\",\n\t\t\t \"Metroid\",\n\t\t\t \"minisoul\",\n\t\t\t \"discohat\",\n\t\t\t \"PrisonHat\",\n\t\t\t \"BluePartyHat\",\n\t\t\t \"furhat\",\n};\n\nint HatTier[HATCOUNT] =\n{\n\t\t\t 4,\n             1,\n             1,\n             1,\n\t\t\t 1,\n             2,\n             1,\n             1,\n             2,\n\t\t\t 1,\n             1,\n             1,\n             1,\n             1,\n\t\t\t 1,\n             1,\n             2,\n             1,\n             1,\n\t\t\t 1,\n             1,\n             1,\n             2,\n             2,\n\t\t\t 1,\n             2,\n\t\t\t 2,\n\t\t\t 2,\n\t\t\t 2,\n\t\t\t 3,\n\t\t\t 3,\n\t\t\t 2,\n\t\t\t 3,\n\t\t\t 3,\n\t\t\t 4,\n\t\t\t 4,\n\t\t\t 3,\n\t\t\t 3,\n\t\t\t 1,\n\t\t\t 2,\n\t\t\t 1,\n};\n\nint tier1num = 21;\nint tier2num = 11;\nint tier3num = 6;\nint tier4num = 3;\n\nscript 170 enter\n{\n\tdelay(5);\n\tif(checkinventory(\"rounddone\")) terminate;\n\tif(playerisLoggedin(playernumber()) == false)\n\t{\n\t\thudmessage(s:\"Please use the '\\cdlogin\\cj' command to login, otherwise you won't get drops.\\n\\cdRegister at http://auth.funcrusher.net/\";\n\t\tHUDMSG_FADEINOUT|HUDMSG_LOG, 665, CR_white, 1.5, -0.9, 8.0, 1.0, 1.0);\n\t\tterminate;\n\t}\n\n\tif(getDbEntry(Getplayeraccountname(playernumber()), \"container\") >= 1)\n\t{\n\t\thudmessage(s:\"You have a container ready to be opened! Type in '\\cdilms_open\\cj' to receive a prize.\";\n\t\tHUDMSG_FADEINOUT|HUDMSG_LOG, 999, CR_white, 1.5, -0.9, 5.5, 1.0, 1.0);\n\t}\n\n\tif(getDbEntry(Getplayeraccountname(playernumber()), \"hasplayedbefore\") == 0)\n\t{\n\t\tsetDbEntry(Getplayeraccountname(playernumber()), \"hasplayedbefore\", 1);\n\t\tsetDbEntry(Getplayeraccountname(playernumber()), \"container\", 1);\n\t\thudmessagebold(s:\"Thanks for registering an account, \", n:0, s:\". Please type in '\\cdilms_help\\cj' for more information.\";\n\t\tHUDMSG_FADEINOUT|HUDMSG_LOG, 1, CR_white, 1.5, -0.9, 5.5, 1.0, 1.0);\n\t\tterminate;\n\t}\n\n\tif(getDbEntry(Getplayeraccountname(playernumber()), HatNames[getDbEntry(Getplayeraccountname(playernumber()), \"hatEquipped\")]) == 0)\n\tterminate;\n\n\tif(getDbEntry(Getplayeraccountname(playernumber()), \"hatEquipped\") != -1)\n\tacs_executealways(171, 0, getDbEntry(Getplayeraccountname(playernumber()), \"hatEquipped\"), 0, 0);\n}\n\nscript 171 (int hat)\n{\n\tint tid = activatortid();\n\tint hattid = tid + 1000;\n\tint x,y,z,a,vx,vy,vz;\n\n\twhile(true)\n\t{\n\t\tx = GetActorX(tid);\n\t\ty = GetActorY(tid);\n\t\tz = getActorZ(tid) + getactorviewheight(tid) + 12.0;\n\t\ta = GetActorAngle(tid);\n\t\tvx = GetActorVelX(tid);\n\t\tvy = GetActorVelY(tid);\n\t\tvz = GetActorVelZ(tid);\n\n\t\tif(ThingCount(0, hattid) <= 0)\n\t\t{\n\t\t\tSpawn(HatActors[hat], x,y,z, hattid, a);\n\t\t\tThing_SetTranslation(hattid, -1);\n\t\t}\n\n\t\tSetActorAngle(hattid, a);\n\t\tsetactorposition(hattid, x, y, z, 0);\n\t\tsetactorvelocity(hattid, vx, vy, vz, 0, 0);\n\n\t\tif(getactorproperty(tid, aprop_health) <= 0)\n\t\t{\n\t\t\tthing_remove(hattid);\n\t\t\tterminate;\n\t\t}\n\n\t\tdelay(1);\n\t}\n}\n\nscript 173 (int rq) disconnect\n{\n\tacs_terminate(171, 0);\n\twhile(ThingCount(0, rq + 2000) >= 1)\n\t{\n\t\tthing_remove(rq + 2000);\n\t\tdelay(1);\n\t}\n}\n/*\nint HatTier[HATCOUNT] =\n{\n\t\t\t \"Crown\",\n             \"Top Hat\",\n             \"Sombrero\",\n             \"Fez\",\n\t\t\t \"Turban\",\n             \"Skull\",\n             \"Bunny Ears\",\n             \"Horns\",\n             \"Halo\",\n\t\t\t \"Mario Cap\",\n             \"Nignog\",\n             \"Arby's hat\",\n             \"Bow\",\n             \"Party Hat\",\n\t\t\t \"Chef's Hat\",\n             \"Sailor Cap\",\n             \"Metal Pot\",\n             \"Viking Helmet\",\n             \"Cowboy Hat\",\n\t\t\t \"Graduate Cap\",\n             \"Pimp Hat\",\n             \"Fedora\",\n             \"Watermelon\",\n             \"Bananas\",\n\t\t\t \"Pirate Hat\",\n             \"Steak\",\n\t\t\t \"Rocket Jumper\",\n\t\t\t \"Melee Prayer\",\n\t\t\t \"Afro\",\n\t\t\t \"Flem Mine\",\n\t\t\t \"Golden Rocket\",\n\t\t\t \"Cyber Helmet\",\n\t\t\t \"Dark Cloud\",\n};\n*/\n\nscript 174 open\n{\n\tint tier, jackpot, lottonum, prizenum;\n\n\t//Run if it displays who won\n\tif(GetGameModeState() == 3)\n\t{\n\t\tint winners = 0.03;\n\t\t//Go throuch every player\n\t\tfor(int i = 1000; i < 1000 + 64; i++)\n\t\t{\n\t\t\t//a player can receive a drop if he's logged in and participating. Also has no unopened containers.\n\t\t\tif(playerisloggedin(i - 1000) == true &&\n\t\t\t   getDbEntry(Getplayeraccountname(i - 1000), \"container\") == 0)\n\t\t\t{\n\n\t\t\t\tif(playerisspectator(i - 1000) == 2 || playeringame(i - 1000) == true)\n\t\t\t\t{\n\t\t\t\t\t//Pick a \"jackpot\" number to roll.\n\t\t\t\t\tjackpot = 44;\n\n\t\t\t\t\t//This is the players number; different for all\n\t\t\t\t\tlottoNum = random(0, 100);\n\n\t\t\t\t\t//You got something!\n\t\t\t\t\tif(jackpot == lottonum)\n\t\t\t\t\t{\n\n\t\t\t\t\t\t//pick another lotto number\n\t\t\t\t\t\tprizeNum = random(1, 101);\n\n\t\t\t\t\t\t//Tier 1 - Bronze - 60% chance\n\t\t\t\t\t\tif(prizeNum <= 60)\n\t\t\t\t\t\tsetDbEntry(Getplayeraccountname(i - 1000), \"container\", 1);\n\n\t\t\t\t\t\t//Tier 2 - Silver - 30% chance\n\t\t\t\t\t\telse if(prizeNum <= 90)\n\t\t\t\t\t\tsetDbEntry(Getplayeraccountname(i - 1000), \"container\", 2);\n\n\t\t\t\t\t\t//Tier 3 - Gold - 10% chance\n\t\t\t\t\t\telse if(prizeNum <= 100)\n\t\t\t\t\t\tsetDbEntry(Getplayeraccountname(i - 1000), \"container\", 3);\n\n\t\t\t\t\t\t//Tier 4 - Diamond - 1% Chance\n\t\t\t\t\t\telse if(prizeNum == 101)\n\t\t\t\t\t\tsetDbEntry(Getplayeraccountname(i - 1000), \"container\", 4);\n\n\t\t\t\t\t\tsetfont(\"bigfont\");\n\t\t\t\t\t\thudmessagebold(n:i - 1000 + 1, s:\" has received a container!\";\n\t\t\t\t\t\tHUDMSG_FADEINOUT|HUDMSG_LOG, i + 1000, CR_white, 1.5, 0.85 + winners, 5.5, 1.0, 1.0);\n\t\t\t\t\t\twinners += 0.03;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tterminate;\n\t}\n\tdelay(1);\n\trestart;\n}\n\nint tierCol[4] = {\"\\csbronze\\cj\", \"\\cusilver\\cj\", \"\\cfgold\\cj\", \"\\cvDIAMOND\\cj\"};\nint Col[4] = {\"\\cs\", \"\\cu\", \"\\cf\", \"\\cv\"};\n\nfunction int hasAllHats(int tier)\n{\n\tfor(int i = 0; i < HATCOUNT; i++)\n\t{\n\t\tif(HatTier[i] == tier && getDbEntry(Getplayeraccountname(playernumber()), hatNames[i]) == 0)\n\t\treturn false;\n\t}\n\treturn true;\n}\n\nscript 175 (void) net\n{\n\tif(playerisLoggedIn(playernumber()) == false)\n\t{acs_executealways(176, 0, 0, 0, 0); terminate;}\n\n\telse if(getDbEntry(Getplayeraccountname(playernumber()), \"container\") == 0)\n\t{acs_executealways(176, 0, 1, 0, 0); terminate;}\n\n\tint tier = getDbEntry(Getplayeraccountname(playernumber()), \"container\");\n\n\tint choice = 0;\n\n\tif(tier == 1)\n\tchoice = random(0, tier1num - 1);\n\n\telse if(tier == 2)\n\tchoice = random(0, tier2num - 1);\n\n\telse if(tier == 3)\n\tchoice = random(0, tier3num - 1);\n\n\telse if(tier == 4)\n\tchoice = random(0, tier4num - 1);\n\n\tint reward = 0;\n\tint loop = true;\n\twhile(loop == true)\n\t{\n\t\tint i = 0;\n\t\tfor(i = 0; i < HATCOUNT; i++)\n\t\t{\n\t\t\tif(HatTier[i] == tier)\n\t\t\t{\n\t\t\t\tif(choice <= 0)\n\t\t\t\t{\n\t\t\t\t\treward = i;\n\t\t\t\t\tloop = false;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tchoice--;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\tdelay(1);\n\t}\n\n\tif(getDbEntry(Getplayeraccountname(playernumber()), hatNames[reward]) >= 1 &&\n\t   hasAllHats(tier) == false)\n\t{\n\t\tdelay(1);\n\t\trestart;\n\t}\n\telse if(hasAllHats(tier) == true)\n\t{\n\t\thudmessagebold(n:0, s:\" has opened every single \", s:tierCol[tier-1], s:\" container and decides to throw it away.\";\n\t\tHUDMSG_FADEINOUT|HUDMSG_LOG, 0, CR_white, 1.5, -0.85, 5.5, 1.0, 1.0);\n\t\tsetDbEntry(Getplayeraccountname(playernumber()), \"container\", 0);\n\t\tterminate;\n\t}\n\n\tsetDbEntry(Getplayeraccountname(playernumber()), \"container\", 0);\n\tsetDbEntry(Getplayeraccountname(playernumber()), hatNames[reward], 1);\n\tsetDbEntry(Getplayeraccountname(playernumber()), \"hatEquipped\", reward);\n\tincrementDbEntry(Getplayeraccountname(playernumber()), \"hatcount\", 1);\n\n\tif(tier >= 3)\n\t\tambientsound(\"rare\", 127);\n\telse\n\t\tambientsound(\"common\", 127);\n\n\tsetfont(\"bigfont\");\n\thudmessagebold(n:0, s:\" has opened a \", s:tierCol[tier-1], s:\" container and received: '\", s:Col[tier-1], s:HatNames[reward], s:\"\\cj'\";\n\tHUDMSG_FADEINOUT|HUDMSG_LOG, 0, CR_white, 1.5, -0.85, 5.5, 1.0, 1.0);\n}\n\nscript 176 (int type) net clientside\n{\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tif(type == 0) log(s:\"You must be logged in.\");\n\tif(type == 1) log(s:\"You don't have any containers to open.\");\n\tif(type == 2) log(s:\"You need to be spectating.\");\n\tif(type == 3) log(s:\"You have no hats =[\");\n\tif(type == 4) log(s:\"You don't have this hat.\");\n}\n\nscript 177 (void) net clientside\n{\n\tif(consoleplayernumber() != playernumber()) terminate;\n\tlog(s:\"\n\\cj-=[\\cvCommands\\cj]=-\\n\\n\nilms_changelog - Shows list of changes from previous versions.\\n\nilms_equip <val> - Equips a hat with the given value.\\n\nilms_hats - List of all the hats you've collected thus far.\\n\nilms_hiscores - Shows the current hiscores for a map.\\n\nilms_loginhelp - Explains how to register an account and login.\\n\nilms_open - Opens any containers that you have.\");\n}\n\nscript 178 (void) net\n{\n\t\tif(playerisLoggedIn(playernumber()) == false)\n\t\t{acs_executealways(176, 0, 0, 0, 0); terminate;}\n\n\t\telse if(getDbEntry(Getplayeraccountname(playernumber()), \"hatcount\") == 0)\n\t\t{acs_executealways(176, 0, 3, 0, 0); terminate;}\n\n\t\tint msg = strParam(s:\"\\cj-=\\cvHats collected\\cj=-\\n\");\n\n\t\tfor(int i = 0; i < hatcount; i++)\n\t\t{\n\t\t\tif(getDbEntry(Getplayeraccountname(playernumber()), hatnames[i]) == 1)\n\t\t\tmsg = strParam(s:msg, s:\"\\cj\", d:i, s:\". \", s:Col[hatTier[i] - 1], s:hatnames[i], s:\"\\n\");\n\t\t}\n\n\t\tprint(s:msg);\n}\n\nscript 179 (int hat) net\n{\n\t\tif(playerisLoggedIn(playernumber()) == false)\n\t\t{acs_executealways(176, 0, 0, 0, 0); terminate;}\n\n\t\telse if(getDbEntry(Getplayeraccountname(playernumber()), \"hatcount\") == 0)\n\t\t{acs_executealways(176, 0, 3, 0, 0); terminate;}\n\n\t\tif(hat == -1)\n\t\t{\n\t\t\tsetDbEntry(Getplayeraccountname(playernumber()), \"hatEquipped\", hat);\n\t\t\tprint(s:Col[hatTier[hat] - 1], s:HatNames[hat], s:\" \\cjsuccessfully unequipped.\");\n\t\t}\n\n\t\tif(getDbEntry(Getplayeraccountname(playernumber()), hatnames[hat]) >= 1)\n\t\t{\n\t\t\tsetDbEntry(Getplayeraccountname(playernumber()), \"hatEquipped\", hat);\n\t\t\tprint(s:Col[hatTier[hat] - 1], s:HatNames[hat], s:\" \\cjsuccessfully equipped.\");\n\n\t\t}\n\t\telse if(getDbEntry(Getplayeraccountname(playernumber()), hatnames[hat]) == 0)\n\t\t{\n\t\t\tacs_executealways(176, 0, 4, 0, 0); terminate;\n\t\t}\n}\n\nscript 180 (void) net clientside\n{\nlog(s:\"\\cjTo even begin collecting hats, or setting records, you must first log-in.\\n\nFirst you must \\cdcreate an account at auth.funcrusher.net\\cj (No valid email needed)\\n\nOnce created, type in: '\\cdlogin <username> <password>\\cj' in the console. Making a \\cdbind/alias\\cj for this is very helpful.\\n\nIf done correctly, it should say '\\cdlogin successful\\cj', if so, you are ready to play =)\\n\");\n}\n\nscript 181 (void) net clientside\n{\nlog(s:\"\n-=Public Test 1=-\\n\n++ Stupid LMS, Icon of Party, and Skulltag are combined into one pk3.\\n\n++ Added Hiscores for certain maps\\n\n\t* You can break records if you are logged in.\\n\n\t* Top 3 are displayed every time a round ends.\\n\n\t* If you break a record, everyone gets to know.\\n\n++ Revamped hat system.\\n\n\t* Hats are now collectible\\n\n\t* There are four tiers of hats, bronze, silver, gold, and diamond.\\n\n\t* You have a 1 in 250 chance of receiving a hat every round.\\n\n\t* The chance of receiving a hat is as follows:\\n\n\t  60% - Bronze\\n\n\t  30% - Silver\\n\n\t  10% - Gold\\n\n\t  1%  - Diamond\\n\n\t* Every registered player receives one bronze-tier hat for free\\n\n\t* Hats lag a LOT LESS\\n\n+ There are now atleast twenty new hats\\n\n+ Added new commands, see ilms_help for more info!\\n\n+ Added new rcon command: 'setup' which automatically sets up all settings for you.\\n\n+ New Wild card\\n\n+ Ragequitting should save your name now.\\n\n+ Welcome message script updated.\\n\n+ Added new ragequit messages\\n\n+ Added new protips\\n\n+ Status Bar tinted for new version.\\n\n+ Added an actual win song for winning the game.\\n\n* ILMS17 Operator - Now shows time remaining for the operator.\\n\n* All map names changed from iop/slms to ilms.\\n\n* MAPS REMOVED due to poor gameplay (There will be maps made to replace, dont worry)\\n\n\t* SLMS23 (Shitty hexagon)\\n\n\t* SLMS21 (Wings)\\n\n\t* SLMS14 (Fart Map)\\n\n\t* SLMS17 (Escape III)\\n\n\t* IOP22 (Precision)\\n\n\t* IOP21 (Click Test)\\n\n\t* IOP20 (Acid Jumps)\\n\n\t* IOP19 (Global warming)\\n\n\t* IOP16 (Chainsaw artist)\\n\n- No more errors on the console.\\n\n- Many, Many acs fixes.\\n\n- Many hat fixes\\n\n- Removed admin commands.\\n\n\\n\n-=Public Test 2=-\\n\n++ Added 64 player support\\n\n+ Added new kill-count hiscores for certain maps.\\n\n+ New command, ilms_changelog to view changelogs like this.\\n\n+ Set default winlimits for certain maps, still up for change.\\n\n* Tweaked some dmflags for the setup command.\\n\n* ILMS14 (Operator) shows time left to everyone.\\n\n* Hat drop rate increased from 1 in 250 to 1 in 150.\\n\n- Dead spectators are eligible to receive a drop when the round ends.\\n\n- Skulltag weapons can now actually be used.\\n\n- Hats will (hopefully) be removed after death.\\n\n- Hiscore message id mix-up fixed.\\n\n- Breaking records on hi-score will display correct name now.\\n\n- Hopefully fixed the issue with players having numbers displayed in-place of their name.\\n\n- ILMS14 (Lava Tiles) spawns imps after 15 seconds instead of immediately.\\n\n- ILMS15 (Operator) Fixed incorrect map description.\\n\n- ILMS20, ILMS21, ILMS31, ILMS32, ILMS35 no longer shows Icon of Party welcome message.\\n\n- ILMS30 Minigame button message shouldn't overlap other messages now.\\n\n- ILMS31 Properly unfreezes people now.\\n\n\\n\n-=Public Test 3=-\\n\n+ New Map ILMS38 (Weapon Frenzy III)\\n\n+ New Map ILMS37 (Playground)\\n\n+ New Map ILMS36 (Dizzy Dancing)\\n\n+ ILMS02 (Jump and Duck) Redone.\\n\n+ Two new classes, Mining Slave and Chimp\\n\n+ Added speedrun hiscores for racing maps like escape and speed.\\n\n* ILMS14 (Lava Tiles) You face north no matter what not.\\n\n* ILMS12 (Big Circle) acs rewritten.\\n\n* Hat drop rate increased from 1/150 to 1/100\\n\n* If you break a hiscore, you no longer have to win the game.\\n\n* Lava Square only has one win now instead of two.\\n\n* Alas, the cock 'o' demon has stopped working out and is now slower.\\n\n- All maps have intermission.\\n\n- Monsters and crouching should always be enabled now.\\n\n- Fixed a bug that made the hat drop rate 1/22500 instead of 1/150... oops.\\n\n\\n\n-=Public Test 4=-\\n\n* ILMS21 forces camera and faces north now\\n\n- Kill Records fixed.\\n\n- Speed Records Fixed.\\n\n- ILMS37 (Playground) Fixed\\n\n- ILMS14 (Lava Tiles) Fixed\\n\n- ILMS05 (Maze Game II) Fixed.\\n\n\\n\nPublic Test 5\\n\n* ILMS05 (Maze Game) zombiemen are visible now\\n\n- Speed Records Fixed again... probably.\\n\n- ILMS05 (Maze Game) Playable now. (Doesn't mean it's good)\\n\n\\n\n-=Version 1=-\\n\n++ Added a blocking mechanic to various maps.\\n\n\t* You will spawn as a non-solid actor.\\n\n\t* You will turn solid when you are atleast 51 units away from all other players.\\n\n\t* This way, players will not be telefragged at spawn.\\n\n\t* This only applies to maps that have the blocking property enabled.\\n\n+ New Hats: Plasma Ball, Super Plasma Ball and Metroid.\\n\n+ Hats, such as the Flem Mine, will change color according to the owners.\\n\n+ New Command: ilms_hiscores, which shows the current hiscores of the map.\\n\n+ New intermission pictures... more will be added soon\\n\n+ 'New' Background image lololol\\n\n+ New m_doom\\n\n+ Players who break records without logging in get a nice message.\\n\n* Hats will face the same direction as the owner.\\n\n* The Following hats: Rocket, Dark Cloud, and Skull are brighter.\\n\n* You no longer need to be spectating to use the ilms_hats command.\\n\n* ILMS01 (Escape I) First half of the map made easier.\\n\n* ILMS04 (Escape II) Jumppad area simplified.\\n\n* ILMS05 (Maze Game II) All switches should work now.\\n\n* ILMS06 (Super Dodging) Camp spot widened.\\n\n* ILMS14 (Lava Tiles) Imps removed and algorithm changed.\\n\n* ILMS18 (Speed) Jumppad area simplified, and lamp posts replaced with invisible bridges.\\n\n* ILMS19 (Super Dodging II) Belphegor and Demons nerfed.\\n\n* ILMS22 (Machete Maze) Gun spawn removed.\\n\n* ILMS30 (Class Frenzy) You can no longer puke before the round starts.\\n\n* ILMS34 (Platform Push) Records kills as a hiscore now.\\n\n* ILMS35 (Bomber Scramble) Added lava in the center to prevent exploitations.\\n\n* ILMS38 (Weapon Frenzy III) Made map less cramped\\n\n* Police Officer, Chimp, and Mining Slave sounds lowered.\\n\n* Cock 'o' Demon fireball explodes now.\\n\n* The rifle no longer does random damage, instead now does 50 damage.\\n\n* The rifle no longer uses autoaim.\\n\n- Skulltag weapons make sound now.\\n\n- Speed records finally work now. I promise...!\\n\n- Protip messages won't overlap registration messages anymore.\\n\n- Containter drop message should actually appear now.\\n\n- Made another attempt to fix speed records.\\n\n- Kill records should only work for registered accounts now.\\n\n- Creeper should be able to kill people now.\\n\n- ILMS02 (Jump and Duck) Homs fixed.\\n\n- ILMS17 (Operator) Now Playable.\\n\n- ILMS26 (Time Freeze DM) Fixed TID bug.\\n\n- ILMS30 (Class Frenzy) No weapon bug fixed.\\n\n- ILMS35 (Bomber Scramble) Winlimit lowered to 1.\\n\n- ILMS37 (Playground) No longer lags upon completion.\\n\n\\n\n-=Version 1 fix 2-=\\n\n* Some intermission pics changed.\\n\n* ILMS20 (Super dodging II) Barons nerfed.\\n\n- Cock o demons no longer infight.\\n\n- Kill hiscores fixed.\\n\n- Time hiscores fixed.\\n\n- ILMS18 (Speed) Hiscores fixed.\\n\n- ILMS28 (Red Light / Green Light) Hiscores fixed.\\n\n- ILMS30 (Class Frenzy) Fixed.\\n\n\\n\n++ Major\\n\n+ New\\n\n* Change\\n\n- Fix\\n\n\\n\nUse the 'Page Up' key to scroll up.\\n\nThe latest changelog is the one directly above this message.\\n\");\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "unknown",
      "stats": {
        "things": 0,
        "linedefs": 0,
        "sidedefs": 0,
        "vertices": 0,
        "sectors": 0,
        "segs": 0,
        "ssectors": 0,
        "nodes": 0,
        "textures": {}
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "unknown",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "MAP02",
      "title": "MAP02",
      "format": "unknown",
      "stats": {
        "things": 0,
        "linedefs": 0,
        "sidedefs": 0,
        "vertices": 0,
        "sectors": 0,
        "segs": 0,
        "ssectors": 0,
        "nodes": 0,
        "textures": {}
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "unknown",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "MAP04",
      "title": "MAP04",
      "format": "unknown",
      "stats": {
        "things": 0,
        "linedefs": 0,
        "sidedefs": 0,
        "vertices": 0,
        "sectors": 0,
        "segs": 0,
        "ssectors": 0,
        "nodes": 0,
        "textures": {}
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "unknown",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    }
  ]
}

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